841 lines
26 KiB
C++
841 lines
26 KiB
C++
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// Copyright (C) 2007 Id Software, Inc.
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//
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#include "../precompiled.h"
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#pragma hdrstop
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#if defined( _DEBUG ) && !defined( ID_REDIRECT_NEWDELETE )
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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#include "Vehicle_RigidBody.h"
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#include "VehicleView.h"
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#include "VehicleControl.h"
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#include "TransportComponents.h"
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#include "../Actor.h"
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#include "../Player.h"
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#include "../script/Script_Helper.h"
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#include "../script/Script_ScriptObject.h"
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#include "../../decllib/DeclSurfaceType.h"
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#include "../botai/BotThreadData.h"
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#include "../botai/Bot.h"
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/*
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===============================================================================
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sdVehicle_RigidBody
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===============================================================================
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*/
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const idEventDef EV_setDamageDealtScale( "setDamageDealtScale", '\0', DOC_TEXT( "Sets the scale factor applied to damage applied when this vehicle collides into something." ), 1, NULL, "f", "scale", "Scale factor to apply." );
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CLASS_DECLARATION( sdTransport_RB, sdVehicle_RigidBody )
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EVENT( EV_setDamageDealtScale, sdVehicle_RigidBody::Event_SetDamageDealtScale )
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END_CLASS
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/*
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================
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sdVehicle_RigidBody::sdVehicle_RigidBody
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================
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*/
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sdVehicle_RigidBody::sdVehicle_RigidBody( void ) {
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collideDamage = NULL;
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collideFatalDamage = NULL;
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onCollisionFunc = NULL;
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onCollisionSideScrapeFunc = NULL;
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nextCollisionTime = 0;
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collideDamageDealtScale = 1.0f;
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}
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/*
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================
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sdVehicle_RigidBody::~sdVehicle_RigidBody
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================
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*/
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sdVehicle_RigidBody::~sdVehicle_RigidBody( void ) {
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}
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/*
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================
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sdVehicle_RigidBody::DoLoadVehicleScript
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================
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*/
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void sdVehicle_RigidBody::DoLoadVehicleScript( void ) {
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if ( !spawnArgs.GetBool( "disableIK" ) ) {
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ik.Init( this, IK_ANIM, vec3_origin );
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}
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ik.ClearWheels();
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physicsObj.ClearClipModels();
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physicsObj.SetFriction( spawnArgs.GetFloat( "linear_friction" ), spawnArgs.GetFloat( "angular_friction" ) );
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physicsObj.SetWaterFriction( spawnArgs.GetFloat( "linear_friction_water" ), spawnArgs.GetFloat( "angular_friction_water" ) );
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physicsObj.SetBouncyness( spawnArgs.GetFloat( "bouncyness" ) );
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physicsObj.SetWaterRestThreshold( spawnArgs.GetFloat( "water_rest_threshold", "1" ) );
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LoadParts( VPT_PART | VPT_WHEEL | VPT_HOVER | VPT_SIMPLE_PART | VPT_SCRIPTED_PART
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| VPT_MASS | VPT_TRACK | VPT_ROTOR | VPT_THRUSTER | VPT_SUSPENSION | VPT_VTOL
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| VPT_ANTIGRAV | VPT_PSEUDO_HOVER | VPT_DRAGPLANE | VPT_RUDDER
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| VPT_AIRBRAKE | VPT_HURTZONE | VPT_ANTIROLL | VPT_ANTIPITCH );
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physicsObj.CalculateMassProperties();
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}
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/*
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================
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sdVehicle_RigidBody::Spawn
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================
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*/
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void sdVehicle_RigidBody::Spawn( void ) {
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const char* damagename;
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damagename = spawnArgs.GetString( "dmg_collide" );
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if ( *damagename ) {
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collideDamage = gameLocal.declDamageType.LocalFind( damagename, false );
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if( !collideDamage ) {
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gameLocal.Warning( "sdVehicle::Spawn Invalid Damage Type '%s'", damagename );
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}
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} else {
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collideDamage = NULL;
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}
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damagename = spawnArgs.GetString( "dmg_collide_fatal" );
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if ( *damagename ) {
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collideFatalDamage = gameLocal.declDamageType.LocalFind( damagename, false );
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if( !collideFatalDamage ) {
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gameLocal.Warning( "sdVehicle::Spawn Invalid Damage Type '%s'", damagename );
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}
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}
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if ( collideFatalDamage == NULL ) {
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collideFatalDamage = collideDamage;
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}
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onCollisionFunc = scriptObject->GetFunction( "OnCollision" );
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onCollisionSideScrapeFunc = scriptObject->GetFunction( "OnCollisionSideScrape" );
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collideDotLimit = spawnArgs.GetFloat( "collide_dot_limit", "-0.5" );
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physicsObj.SetSelf( this );
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physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
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physicsObj.SetAxis( GetPhysics()->GetAxis() );
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physicsObj.SetFastPath( true );
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SetPhysics( &physicsObj );
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LoadVehicleScript();
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BecomeActive( TH_THINK );
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if( !health ) {
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health = 2000;
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}
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float gravityScale;
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if ( spawnArgs.GetFloat( "gravity", DEFAULT_GRAVITY_STRING, gravityScale ) ) {
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physicsObj.SetGravity( physicsObj.GetGravityNormal() * gravityScale );
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}
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BecomeActive( TH_UPDATEVISUALS );
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Present();
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nextSelfCollisionTime = gameLocal.time + SEC2MS( 5 ); // 5s spawn invulnerability to allow it to drop to the ground
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nextCollisionTime = 0;
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nextCollisionSound = 0;
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nextJumpSound = 0;
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// NOTE: USE THIS ONLY TO LOCK DOWN THE HANDLING OF A VEHICLE!
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// Tweak the mass distrubtion in the vscript, and ONLY use this if you
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// need it to prevent collision model modifications upsetting the handling
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idVec3 IDiagonal;
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idVec3 IOther;
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bool hasIDiagonal = spawnArgs.GetVector( "do_not_modify_itd", "1 1 1", IDiagonal );
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bool hasIOther = spawnArgs.GetVector( "do_not_modify_ito", "0 0 0", IOther );
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if ( hasIDiagonal || hasIOther ) {
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if ( !hasIDiagonal ) {
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idMat3 originalITT = physicsObj.GetInertiaTensor();
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IDiagonal[0] = originalITT[0][0];
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IDiagonal[1] = originalITT[1][1];
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IDiagonal[2] = originalITT[2][2];
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}
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if ( !hasIOther ) {
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idMat3 originalITT = physicsObj.GetInertiaTensor();
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IOther[0] = originalITT[0][1];
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IOther[1] = originalITT[0][2];
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IOther[2] = originalITT[1][2];
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}
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idMat3 itt;
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itt[0][0] = IDiagonal[0];
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itt[1][1] = IDiagonal[1];
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itt[2][2] = IDiagonal[2];
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itt[0][1] = itt[1][0] = IOther[0];
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itt[0][2] = itt[2][0] = IOther[1];
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itt[1][2] = itt[2][1] = IOther[2];
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physicsObj.SetInertiaTensor( itt );
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}
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}
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/*
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================
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sdVehicle_RigidBody::Collide
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================
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*/
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bool sdVehicle_RigidBody::Collide( const trace_t &collision, const idVec3 &velocity, int bodyId ) {
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// FIXME: This stuff should be done on collisions against us too.
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idVec3 normal = -collision.c.normal;
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float length = ( velocity * normal );
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idVec3 v = length * normal;
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if ( collideDamage ) {
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idEntity* other = gameLocal.entities[ collision.c.entityNum ];
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sdTransport* otherTransport = other->Cast< sdTransport >();
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const sdVehicleControlBase* otherControl = NULL;
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if ( otherTransport != NULL ) {
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otherControl = otherTransport->GetVehicleControl();
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}
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partDamageInfo_t damageInfo;
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sdVehicleDriveObject* object = PartForCollisionById( collision, PFC_SELF_COLLISION );
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if ( object ) {
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damageInfo = *object->GetDamageInfo();
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} else {
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damageInfo.damageScale = 1.f;
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damageInfo.collisionScale = 1.f;
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damageInfo.collisionMinSpeed = 256.f;
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damageInfo.collisionMaxSpeed = 1024.f;
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}
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if( ( gameLocal.time > nextCollisionTime ) && ( length > damageInfo.collisionMinSpeed ) ) {
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float damage = ( length - damageInfo.collisionMinSpeed ) / ( damageInfo.collisionMaxSpeed - damageInfo.collisionMinSpeed );
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if ( damage > 1.f ) {
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damage = 1.f;
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}
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bool playerCollide = false;
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if ( other->IsType( idPlayer::Type ) ) {
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playerCollide = true;
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if ( collision.c.normal.z > 0.9f ) {
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// landed on their head, should crush them
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damage *= 4.f;
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}
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}
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bool otherIgnoreDamage = otherControl != NULL && otherControl->IgnoreCollisionDamage( -normal );
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if ( other->fl.takedamage && !otherIgnoreDamage ) {
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idPlayer* driver = positionManager.FindDriver();
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int oldHealth = other->GetHealth();
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other->Damage( this, driver != NULL ? ( idEntity* )driver : this, v, collideDamage, damage * collideDamageDealtScale, &collision );
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if ( driver != NULL ) {
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if ( oldHealth > 0 && other->GetHealth() <= 0 ) {
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idPlayer* otherPlayer = other->Cast< idPlayer >();
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if ( otherPlayer != NULL && driver->GetEntityAllegiance( otherPlayer ) == TA_ENEMY ) {
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IncRoadKillStats( driver );
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if ( driver->IsType( idBot::Type ) && !other->IsType( idBot::Type ) ) { //mal: smartass bot!
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clientInfo_t& driverInfo = botThreadData.GetGameWorldState()->clientInfo[ driver->entityNumber ];
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driverInfo.lastRoadKillTime = gameLocal.time + 3000;
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}
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}
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}
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}
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}
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bool ignoreDamage = GetVehicleControl() != NULL && GetVehicleControl()->IgnoreCollisionDamage( normal );
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if ( !ignoreDamage && !playerCollide && gameLocal.time > nextSelfCollisionTime ) {
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// HACK: take no collision damage from below if the other thing doesn't take any damage
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// this basically makes it so that you don't take annoying damage from scraping terrain
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float underneathNess = normal * GetPhysics()->GetAxis()[ 2 ];
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if ( other->fl.takedamage || underneathNess > collideDotLimit ) {
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if ( vehicleControl && IsCareening() ) {
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damage *= vehicleControl->GetCareeningCollideScale();
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}
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Damage( this, this, -v, collideDamage, damage * damageInfo.collisionScale, &collision );
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}
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}
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}
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/* if( g_debugDamage.GetInteger() ) {
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gameRenderWorld->DebugBox( colorGreen, idBox( collision.endpos, idVec3( 8, 8, 8 ), mat3_identity ), 3000 );
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gameRenderWorld->DebugLine( colorBlue, collision.endpos, collision.endpos + collision.c.normal * length, 3000 );
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gameRenderWorld->DebugBox( colorYellow, idBox( collision.c.point, idVec3( 8, 8, 8 ), mat3_identity ), 3000 );
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gameRenderWorld->DebugLine( colorBlue, collision.c.point, collision.c.point + collision.c.normal * length, 3000 );
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}*/
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}
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HandleCollision( collision, length );
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return sdTransport::Collide( collision, velocity, bodyId );
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}
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/*
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================
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sdVehicle_RigidBody::CollideFatal
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================
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*/
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void sdVehicle_RigidBody::CollideFatal( idEntity* other ) {
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idEntity* driver = positionManager.FindDriver();
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idPlayer* playerDriver = NULL;
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if ( driver != NULL ) {
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playerDriver = driver->Cast< idPlayer >();
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assert( playerDriver != NULL );
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}
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if ( collideFatalDamage != NULL ) {
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if ( other->fl.takedamage ) {
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int oldHealth = other->GetHealth();
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idVec3 dir = GetPhysics()->GetOrigin() - other->GetPhysics()->GetOrigin();
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dir.Normalize();
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other->Damage( this, driver ? driver : this, dir, collideFatalDamage, -1.0f, NULL, true );
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if ( playerDriver != NULL ) {
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idPlayer* otherPlayer = other->Cast< idPlayer >();
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if ( otherPlayer != NULL && otherPlayer->GetEntityAllegiance( playerDriver ) == TA_ENEMY ) {
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if ( oldHealth > 0 && otherPlayer->GetHealth() <= 0 ) {
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IncRoadKillStats( playerDriver );
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}
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}
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}
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}
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}
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}
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/*
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================
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sdVehicle_RigidBody::IncRoadKillStats
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================
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*/
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void sdVehicle_RigidBody::IncRoadKillStats( idPlayer* player ) {
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sdStatsTracker& tracker = sdGlobalStatsTracker::GetInstance();
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sdPlayerStatEntry* entry = tracker.GetStat( tracker.AllocStat( "total_roadkills", sdNetStatKeyValue::SVT_INT ) );
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entry->IncreaseValue( player->entityNumber, 1 );
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}
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/*
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================
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sdVehicle_RigidBody::UpdateAnimationControllers
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================
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*/
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bool sdVehicle_RigidBody::UpdateAnimationControllers( void ) {
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if ( !gameLocal.isNewFrame ) {
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return false;
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}
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if ( ik.IsInitialized() ) {
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if ( !ik.IsInhibited() ) {
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return ik.Evaluate();
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}
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return false;
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} else {
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ik.ClearJointMods();
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}
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return false;
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}
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/*
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================
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sdVehicle_RigidBody::HandleCollision
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================
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*/
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void sdVehicle_RigidBody::HandleCollision( const trace_t &collision, const float velocity ) {
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idVec3 bodyOrigin;
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idVec3 localCollisionPoint;
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physicsObj.GetBodyOrigin( bodyOrigin, collision.c.selfId );
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localCollisionPoint = ( collision.c.point - bodyOrigin ) * physicsObj.GetAxis().Transpose();
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// get dot with forward facing direction
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idVec3 localCollisionNormal = collision.c.normal * physicsObj.GetAxis().Transpose();
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idVec3 v( 1, 0, 0 );
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float dot = v * localCollisionNormal;
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sdLoggedTrace* loggedTrace = gameLocal.RegisterLoggedTrace( collision );
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const idBounds& bodyBounds = physicsObj.GetBounds( collision.c.selfId );
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const idVec3 bodySize = bodyBounds.Size();
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#if 0
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bool foundCollisionPoint = false;
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// sides
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if ( localCollisionPoint.x > 0 && localCollisionPoint.y > 0 ) {
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if ( idMath::Fabs( dot ) < .15f && localCollisionPoint.x > ( .5f * bodySize.x ) - 2.f ) {
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gameLocal.Printf( "Collision with front left side. (dot = %f)\n", idMath::Fabs( dot ) );
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/* if ( g_debugDamage.GetInteger() ) {
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idVec3 collisionCenter;
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collisionCenter.y = ( .5f * bodySize.y ) - 2.f;
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collisionCenter.z = 0.f;
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idVec3 collisionExtents;
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collisionExtents.y = 2.f;
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collisionExtents.z = .5f * bodySize.z;
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if ( idMath::Fabs( dot ) > .06f ) {
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float fraction = 1.f - ( ( idMath::Fabs( dot ) - .06f ) / .09f );
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collisionExtents.x = .0625f * bodySize.x + fraction * .1875f * bodySize.x;
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collisionCenter.x = .5f * bodySize.x - collisionExtents.x;
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} else {
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collisionCenter.x = .25f * bodySize.x;
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collisionExtents.x = .25f * bodySize.x;
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}
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idBox collisionBox( collisionCenter, collisionExtents, mat3_identity );
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// move into world
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collisionBox.RotateSelf( physicsObj.GetAxis() );
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collisionBox.TranslateSelf( bodyOrigin );
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gameRenderWorld->DebugBox( colorRed, collisionBox, 3000 );
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}*/
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idVec3 mins, maxs;
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mins.y = .5f * bodySize.y;
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mins.z = -.5f * bodySize.z;
|
||
|
|
||
|
maxs.x = .5f * bodySize.x;
|
||
|
maxs.y = .5f * bodySize.y;
|
||
|
maxs.z = .5f * bodySize.z;
|
||
|
|
||
|
if ( idMath::Fabs( dot ) > .06f ) {
|
||
|
float fraction = ( idMath::Fabs( dot ) - .06f ) / .09f;
|
||
|
mins.x = fraction * ( .4375f * bodySize.x );
|
||
|
} else {
|
||
|
mins.x = 0.f;
|
||
|
}
|
||
|
|
||
|
foundCollisionPoint = true;
|
||
|
} else {
|
||
|
// just generate a small box around the collision point
|
||
|
/* if ( g_debugDamage.GetInteger() ) {
|
||
|
idVec3 collisionCenter;
|
||
|
collisionCenter.x = localCollisionPoint.x;
|
||
|
collisionCenter.y = localCollisionPoint.y;
|
||
|
collisionCenter.z = 0.f;
|
||
|
|
||
|
idVec3 collisionExtents;
|
||
|
collisionExtents.x = 2.f;
|
||
|
collisionExtents.y = 2.f;
|
||
|
collisionExtents.z = .5f * bodySize.z;
|
||
|
|
||
|
idBox collisionBox( collisionCenter, collisionExtents, mat3_identity );
|
||
|
|
||
|
// move into world
|
||
|
collisionBox.RotateSelf( physicsObj.GetAxis() );
|
||
|
collisionBox.TranslateSelf( bodyOrigin );
|
||
|
|
||
|
gameRenderWorld->DebugBox( colorCyan, collisionBox, 3000 );
|
||
|
}*/
|
||
|
|
||
|
idVec3 mins, maxs;
|
||
|
mins.y = -.5f * bodySize.y;
|
||
|
mins.z = -.5f * bodySize.z;
|
||
|
|
||
|
maxs.x = .5f * bodySize.x;
|
||
|
maxs.y = -.5f * bodySize.y;
|
||
|
maxs.z = .5f * bodySize.z;
|
||
|
|
||
|
if ( idMath::Fabs( dot ) > .06f ) {
|
||
|
float fraction = ( idMath::Fabs( dot ) - .06f ) / .09f;
|
||
|
mins.x = fraction * ( .4375f * bodySize.x );
|
||
|
} else {
|
||
|
mins.x = 0.f;
|
||
|
}
|
||
|
|
||
|
foundCollisionPoint = true;
|
||
|
}
|
||
|
}
|
||
|
if ( localCollisionPoint.x > 0 && localCollisionPoint.y < 0 ) {
|
||
|
if ( idMath::Fabs( dot ) < .15f && localCollisionPoint.x > ( .5f * bodySize.x ) - 2.f ) {
|
||
|
gameLocal.Printf( "Collision with front right side. (dot = %f)\n", idMath::Fabs( dot ) );
|
||
|
|
||
|
/* if ( g_debugDamage.GetInteger() ) {
|
||
|
idVec3 collisionCenter;
|
||
|
collisionCenter.y = ( -.5f * bodySize.y ) + 2.f;
|
||
|
collisionCenter.z = 0.f;
|
||
|
|
||
|
idVec3 collisionExtents;
|
||
|
collisionExtents.y = 2.f;
|
||
|
collisionExtents.z = .5f * bodySize.z;
|
||
|
|
||
|
if ( idMath::Fabs( dot ) > .06f ) {
|
||
|
float fraction = 1.f - ( ( idMath::Fabs( dot ) - .06f ) / .09f );
|
||
|
|
||
|
collisionExtents.x = .0625f * bodySize.x + fraction * .1875f * bodySize.x;
|
||
|
collisionCenter.x = .5f * bodySize.x - collisionExtents.x;
|
||
|
} else {
|
||
|
collisionCenter.x = .25f * bodySize.x;
|
||
|
collisionExtents.x = .25f * bodySize.x;
|
||
|
}
|
||
|
|
||
|
idBox collisionBox( collisionCenter, collisionExtents, mat3_identity );
|
||
|
|
||
|
// move into world
|
||
|
collisionBox.RotateSelf( physicsObj.GetAxis() );
|
||
|
collisionBox.TranslateSelf( bodyOrigin );
|
||
|
|
||
|
gameRenderWorld->DebugBox( colorRed, collisionBox, 3000 );
|
||
|
}*/
|
||
|
|
||
|
idVec3 mins, maxs;
|
||
|
mins.x = -.5f * bodySize.x;
|
||
|
mins.y = .5f * bodySize.y;
|
||
|
mins.z = -.5f * bodySize.z;
|
||
|
|
||
|
maxs.y = .5f * bodySize.y;
|
||
|
maxs.z = .5f * bodySize.z;
|
||
|
|
||
|
if ( idMath::Fabs( dot ) > .06f ) {
|
||
|
float fraction = ( idMath::Fabs( dot ) - .06f ) / .09f;
|
||
|
maxs.x = -fraction * ( .4375f * bodySize.x );
|
||
|
} else {
|
||
|
maxs.x = 0.f;
|
||
|
}
|
||
|
|
||
|
foundCollisionPoint = true;
|
||
|
} else {
|
||
|
// just generate a small box around the collision point
|
||
|
/* if ( g_debugDamage.GetInteger() ) {
|
||
|
idVec3 collisionCenter;
|
||
|
collisionCenter.x = localCollisionPoint.x;
|
||
|
collisionCenter.y = localCollisionPoint.y;
|
||
|
collisionCenter.z = 0.f;
|
||
|
|
||
|
idVec3 collisionExtents;
|
||
|
collisionExtents.x = 2.f;
|
||
|
collisionExtents.y = 2.f;
|
||
|
collisionExtents.z = .5f * bodySize.z;
|
||
|
|
||
|
idBox collisionBox( collisionCenter, collisionExtents, mat3_identity );
|
||
|
|
||
|
// move into world
|
||
|
collisionBox.RotateSelf( physicsObj.GetAxis() );
|
||
|
collisionBox.TranslateSelf( bodyOrigin );
|
||
|
|
||
|
gameRenderWorld->DebugBox( colorCyan, collisionBox, 3000 );
|
||
|
}*/
|
||
|
|
||
|
foundCollisionPoint = true;
|
||
|
}
|
||
|
}
|
||
|
if ( localCollisionPoint.x < 0 && localCollisionPoint.y > 0 ) {
|
||
|
if ( idMath::Fabs( dot ) < .15f && localCollisionPoint.x < ( -.5f * bodySize.x ) + 2.f ) {
|
||
|
gameLocal.Printf( "Collision with rear left side. (dot = %f)\n", idMath::Fabs( dot ) );
|
||
|
|
||
|
/* if ( g_debugDamage.GetInteger() ) {
|
||
|
idVec3 collisionCenter;
|
||
|
collisionCenter.y = ( .5f * bodySize.y ) - 2.f;
|
||
|
collisionCenter.z = 0.f;
|
||
|
|
||
|
idVec3 collisionExtents;
|
||
|
collisionExtents.y = 2.f;
|
||
|
collisionExtents.z = .5f * bodySize.z;
|
||
|
|
||
|
if ( idMath::Fabs( dot ) > .06f ) {
|
||
|
float fraction = 1.f - ( ( idMath::Fabs( dot ) - .06f ) / .09f );
|
||
|
|
||
|
collisionExtents.x = .0625f * bodySize.x + fraction * .1875f * bodySize.x;
|
||
|
collisionCenter.x = -.5f * bodySize.x + collisionExtents.x;
|
||
|
} else {
|
||
|
collisionCenter.x = -.25f * bodySize.x;
|
||
|
collisionExtents.x = .25f * bodySize.x;
|
||
|
}
|
||
|
|
||
|
idBox collisionBox( collisionCenter, collisionExtents, mat3_identity );
|
||
|
|
||
|
// move into world
|
||
|
collisionBox.RotateSelf( physicsObj.GetAxis() );
|
||
|
collisionBox.TranslateSelf( bodyOrigin );
|
||
|
|
||
|
gameRenderWorld->DebugBox( colorRed, collisionBox, 3000 );
|
||
|
}*/
|
||
|
|
||
|
idVec3 mins, maxs;
|
||
|
mins.x = -.5f * bodySize.x;
|
||
|
mins.y = -.5f * bodySize.y;
|
||
|
mins.z = -.5f * bodySize.z;
|
||
|
|
||
|
maxs.y = -.5f * bodySize.y;
|
||
|
maxs.z = .5f * bodySize.z;
|
||
|
|
||
|
if ( idMath::Fabs( dot ) > .06f ) {
|
||
|
float fraction = ( idMath::Fabs( dot ) - .06f ) / .09f;
|
||
|
maxs.x = -fraction * ( .4375f * bodySize.x );
|
||
|
} else {
|
||
|
maxs.x = 0.f;
|
||
|
}
|
||
|
|
||
|
foundCollisionPoint = true;
|
||
|
} else {
|
||
|
// just generate a small box around the collision point
|
||
|
/* if ( g_debugDamage.GetInteger() ) {
|
||
|
idVec3 collisionCenter;
|
||
|
collisionCenter.x = localCollisionPoint.x;
|
||
|
collisionCenter.y = localCollisionPoint.y;
|
||
|
collisionCenter.z = 0.f;
|
||
|
|
||
|
idVec3 collisionExtents;
|
||
|
collisionExtents.x = 2.f;
|
||
|
collisionExtents.y = 2.f;
|
||
|
collisionExtents.z = .5f * bodySize.z;
|
||
|
|
||
|
idBox collisionBox( collisionCenter, collisionExtents, mat3_identity );
|
||
|
|
||
|
// move into world
|
||
|
collisionBox.RotateSelf( physicsObj.GetAxis() );
|
||
|
collisionBox.TranslateSelf( bodyOrigin );
|
||
|
|
||
|
gameRenderWorld->DebugBox( colorCyan, collisionBox, 3000 );
|
||
|
}*/
|
||
|
|
||
|
foundCollisionPoint = true;
|
||
|
}
|
||
|
}
|
||
|
if ( localCollisionPoint.x < 0 && localCollisionPoint.y < 0 ) {
|
||
|
if ( idMath::Fabs( dot ) < .15f && localCollisionPoint.x < ( -.5f * bodySize.x ) + 2.f ) {
|
||
|
gameLocal.Printf( "Collision with rear right side. (dot = %f)\n", idMath::Fabs( dot ) );
|
||
|
|
||
|
/* if ( g_debugDamage.GetInteger() ) {
|
||
|
idVec3 collisionCenter;
|
||
|
collisionCenter.y = ( -.5f * bodySize.y ) + 2.f;
|
||
|
collisionCenter.z = 0.f;
|
||
|
|
||
|
idVec3 collisionExtents;
|
||
|
collisionExtents.y = 2.f;
|
||
|
collisionExtents.z = .5f * bodySize.z;
|
||
|
|
||
|
if ( idMath::Fabs( dot ) > .06f ) {
|
||
|
float fraction = 1.f - ( ( idMath::Fabs( dot ) - .06f ) / .09f );
|
||
|
|
||
|
collisionExtents.x = .0625f * bodySize.x + fraction * .1875f * bodySize.x;
|
||
|
collisionCenter.x = -.5f * bodySize.x + collisionExtents.x;
|
||
|
} else {
|
||
|
collisionCenter.x = -.25f * bodySize.x;
|
||
|
collisionExtents.x = .25f * bodySize.x;
|
||
|
}
|
||
|
|
||
|
idBox collisionBox( collisionCenter, collisionExtents, mat3_identity );
|
||
|
|
||
|
// move into world
|
||
|
collisionBox.RotateSelf( physicsObj.GetAxis() );
|
||
|
collisionBox.TranslateSelf( bodyOrigin );
|
||
|
|
||
|
gameRenderWorld->DebugBox( colorRed, collisionBox, 3000 );
|
||
|
}*/
|
||
|
|
||
|
foundCollisionPoint = true;
|
||
|
} else {
|
||
|
// just generate a small box around the collision point
|
||
|
/* if ( g_debugDamage.GetInteger() ) {
|
||
|
idVec3 collisionCenter;
|
||
|
collisionCenter.x = localCollisionPoint.x;
|
||
|
collisionCenter.y = localCollisionPoint.y;
|
||
|
collisionCenter.z = 0.f;
|
||
|
|
||
|
idVec3 collisionExtents;
|
||
|
collisionExtents.x = 2.f;
|
||
|
collisionExtents.y = 2.f;
|
||
|
collisionExtents.z = .5f * bodySize.z;
|
||
|
|
||
|
idBox collisionBox( collisionCenter, collisionExtents, mat3_identity );
|
||
|
|
||
|
// move into world
|
||
|
collisionBox.RotateSelf( physicsObj.GetAxis() );
|
||
|
collisionBox.TranslateSelf( bodyOrigin );
|
||
|
|
||
|
gameRenderWorld->DebugBox( colorCyan, collisionBox, 3000 );
|
||
|
}*/
|
||
|
|
||
|
foundCollisionPoint = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// top
|
||
|
if ( !foundCollisionPoint && localCollisionPoint.z > ( .5f * bodySize.z ) - 2.f ) {
|
||
|
// just generate a small box around the collision point
|
||
|
/* if ( g_debugDamage.GetInteger() ) {
|
||
|
idVec3 collisionCenter;
|
||
|
collisionCenter.x = localCollisionPoint.x;
|
||
|
collisionCenter.y = localCollisionPoint.y;
|
||
|
collisionCenter.z = localCollisionPoint.z;
|
||
|
|
||
|
idVec3 collisionExtents;
|
||
|
collisionExtents.x = 2.f;
|
||
|
collisionExtents.y = 2.f;
|
||
|
collisionExtents.z = localCollisionPoint.z;
|
||
|
|
||
|
idBox collisionBox( collisionCenter, collisionExtents, mat3_identity );
|
||
|
|
||
|
// move into world
|
||
|
collisionBox.RotateSelf( physicsObj.GetAxis() );
|
||
|
collisionBox.TranslateSelf( bodyOrigin );
|
||
|
|
||
|
gameRenderWorld->DebugBox( colorCyan, collisionBox, 3000 );
|
||
|
}*/
|
||
|
|
||
|
foundCollisionPoint = true;
|
||
|
}
|
||
|
|
||
|
// bottom
|
||
|
if ( !foundCollisionPoint && localCollisionPoint.z < ( -.5f * bodySize.z ) + 2.f ) {
|
||
|
// just generate a small box around the collision point
|
||
|
/* if ( g_debugDamage.GetInteger() ) {
|
||
|
idVec3 collisionCenter;
|
||
|
collisionCenter.x = localCollisionPoint.x;
|
||
|
collisionCenter.y = localCollisionPoint.y;
|
||
|
collisionCenter.z = localCollisionPoint.z;
|
||
|
|
||
|
idVec3 collisionExtents;
|
||
|
collisionExtents.x = 2.f;
|
||
|
collisionExtents.y = 2.f;
|
||
|
collisionExtents.z = localCollisionPoint.z;
|
||
|
|
||
|
idBox collisionBox( collisionCenter, collisionExtents, mat3_identity );
|
||
|
|
||
|
// move into world
|
||
|
collisionBox.RotateSelf( physicsObj.GetAxis() );
|
||
|
collisionBox.TranslateSelf( bodyOrigin );
|
||
|
|
||
|
gameRenderWorld->DebugBox( colorCyan, collisionBox, 3000 );
|
||
|
}*/
|
||
|
|
||
|
foundCollisionPoint = true;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
bool scrape = false;
|
||
|
idVec3 mins, maxs;
|
||
|
|
||
|
// scraping
|
||
|
bool front;
|
||
|
|
||
|
if ( localCollisionPoint.x > 0 ) {
|
||
|
front = true;
|
||
|
|
||
|
if ( idMath::Fabs( dot ) < .15f && localCollisionPoint.x > ( .5f * bodySize.x ) - 2.f ) {
|
||
|
scrape = true;
|
||
|
}
|
||
|
} else {
|
||
|
front = false;
|
||
|
|
||
|
if ( idMath::Fabs( dot ) < .15f && localCollisionPoint.x < ( -.5f * bodySize.x ) + 2.f ) {
|
||
|
scrape = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( scrape ) {
|
||
|
mins.y = maxs.y = ( localCollisionPoint.y > 0 ? 1 : -1 ) * .5f * bodySize.y;
|
||
|
|
||
|
if ( front ) {
|
||
|
if ( idMath::Fabs( dot ) > .06f ) {
|
||
|
float fraction = ( idMath::Fabs( dot ) - .06f ) / .09f;
|
||
|
mins.x = fraction * ( .4375f * bodySize.x );
|
||
|
} else {
|
||
|
mins.x = 0.f;
|
||
|
}
|
||
|
|
||
|
maxs.x = .5f * bodySize.x;
|
||
|
} else {
|
||
|
mins.x = -.5f * bodySize.x;
|
||
|
|
||
|
if ( idMath::Fabs( dot ) > .06f ) {
|
||
|
float fraction = ( idMath::Fabs( dot ) - .06f ) / .09f;
|
||
|
maxs.x = -fraction * ( .4375f * bodySize.x );
|
||
|
} else {
|
||
|
maxs.x = 0.f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
mins.z = -.5f * bodySize.z;
|
||
|
maxs.z = .5f * bodySize.z;
|
||
|
} else {
|
||
|
// not scraping
|
||
|
mins.x = maxs.x = localCollisionPoint.x;
|
||
|
mins.y = maxs.y = localCollisionPoint.y;
|
||
|
|
||
|
if ( localCollisionPoint.x > ( .5f * bodySize.x ) - 2.f ||
|
||
|
localCollisionPoint.x < ( -.5f * bodySize.x ) + 2.f ||
|
||
|
localCollisionPoint.y > ( .5f * bodySize.y ) - 2.f ||
|
||
|
localCollisionPoint.x < ( -.5f * bodySize.y ) + 2.f ) {
|
||
|
// sides
|
||
|
mins.z = -.5f * bodySize.z;
|
||
|
maxs.z = .5f * bodySize.z;
|
||
|
} else {
|
||
|
//if ( ( localCollisionPoint.z > ( .5f * bodySize.z ) - 2.f ) || ( localCollisionPoint.z < ( -.5f * bodySize.z ) + 2.f ) ) {
|
||
|
// top/bottom
|
||
|
mins.z = maxs.z = localCollisionPoint.z;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// transform to world
|
||
|
mins *= physicsObj.GetAxis();
|
||
|
mins += bodyOrigin;
|
||
|
|
||
|
maxs *= physicsObj.GetAxis();
|
||
|
maxs += bodyOrigin;
|
||
|
|
||
|
if ( onCollisionFunc ) {
|
||
|
sdScriptHelper helper;
|
||
|
helper.Push( loggedTrace ? loggedTrace->GetScriptObject() : NULL );
|
||
|
helper.Push( velocity );
|
||
|
helper.Push( mins );
|
||
|
helper.Push( maxs );
|
||
|
CallNonBlockingScriptEvent( onCollisionFunc, helper );
|
||
|
}
|
||
|
|
||
|
if ( scrape ) {
|
||
|
if ( onCollisionSideScrapeFunc ) {
|
||
|
sdScriptHelper helper;
|
||
|
helper.Push( loggedTrace ? loggedTrace->GetScriptObject() : NULL );
|
||
|
helper.Push( velocity );
|
||
|
helper.Push( mins );
|
||
|
helper.Push( maxs );
|
||
|
CallNonBlockingScriptEvent( onCollisionSideScrapeFunc, helper );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
gameLocal.FreeLoggedTrace( loggedTrace );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
sdVehicle_RigidBody::FreezePhysics
|
||
|
================
|
||
|
*/
|
||
|
void sdVehicle_RigidBody::FreezePhysics( bool freeze ) {
|
||
|
physicsObj.SetFrozen( freeze );
|
||
|
physicsObj.SetLinearVelocity( vec3_origin );
|
||
|
physicsObj.SetAngularVelocity( vec3_origin );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
sdVehicle_RigidBody::Event_SetDamageDealtScale
|
||
|
================
|
||
|
*/
|
||
|
void sdVehicle_RigidBody::Event_SetDamageDealtScale( float scale ) {
|
||
|
SetDamageDealtScale( scale );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
sdVehicle_RigidBody::SetDamageDealtScale
|
||
|
================
|
||
|
*/
|
||
|
void sdVehicle_RigidBody::SetDamageDealtScale( float scale ) {
|
||
|
collideDamageDealtScale = scale;
|
||
|
}
|