2016-06-24 20:09:38 +00:00
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#include "CGameCollision.hpp"
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#include "CCollidableOBBTreeGroup.hpp"
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2017-01-04 04:08:30 +00:00
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#include "CMaterialFilter.hpp"
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#include "CMaterialList.hpp"
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#include "World/CActor.hpp"
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#include "CStateManager.hpp"
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2017-03-30 22:36:18 +00:00
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#include "TCastTo.hpp"
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#include "World/CWorld.hpp"
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2016-06-24 20:09:38 +00:00
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namespace urde
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{
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2017-01-04 04:08:30 +00:00
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float CollisionImpulseFiniteVsInfinite(float f1, float f2, float f3) { return f1 * ((1.f / f3) * f2); }
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float CollisionImpulseFiniteVsFinite(float f1, float f2, float f3, float f4)
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{
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return (-(1.f + f4) * f3) / ((1.f / f1) + (1.f / f2));
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}
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2016-06-24 20:09:38 +00:00
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void CGameCollision::InitCollision()
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{
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2017-01-04 04:08:30 +00:00
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/* Types */
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2016-06-24 20:09:38 +00:00
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CCollisionPrimitive::InitBeginTypes();
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CCollisionPrimitive::InitAddType(CCollidableOBBTreeGroup::GetType());
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CCollisionPrimitive::InitEndTypes();
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/* Colliders */
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CCollisionPrimitive::InitBeginColliders();
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CCollisionPrimitive::InitAddCollider(CCollidableOBBTreeGroup::SphereCollide, "CCollidableSphere",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitAddCollider(CCollidableOBBTreeGroup::AABoxCollide, "CCollidableAABox",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitAddBooleanCollider(CCollidableOBBTreeGroup::SphereCollideBoolean, "CCollidableSphere",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitAddBooleanCollider(CCollidableOBBTreeGroup::AABoxCollideBoolean, "CCollidableAABox",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitAddMovingCollider(CCollidableOBBTreeGroup::CollideMovingAABox, "CCollidableAABox",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitAddMovingCollider(CCollidableOBBTreeGroup::CollideMovingSphere, "CCollidableSphere",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitAddCollider(CGameCollision::NullCollisionCollider, "CCollidableOBBTreeGroup",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitAddBooleanCollider(CGameCollision::NullBooleanCollider, "CCollidableOBBTreeGroup",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitAddMovingCollider(CGameCollision::NullMovingCollider, "CCollidableOBBTreeGroup",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitEndColliders();
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}
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2017-03-26 05:53:04 +00:00
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void CGameCollision::Move(CStateManager& mgr, CPhysicsActor& actor, float dt, const rstl::reserved_vector<TUniqueId, 1024>*)
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2017-03-24 05:30:16 +00:00
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{
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}
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2017-01-04 04:08:30 +00:00
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bool CGameCollision::CanBlock(const CMaterialList& mat, const zeus::CVector3f& v)
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{
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if ((mat.HasMaterial(EMaterialTypes::Character) && !mat.HasMaterial(EMaterialTypes::Scannable)) ||
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mat.HasMaterial(EMaterialTypes::Occluder))
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return false;
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if (mat.HasMaterial(EMaterialTypes::Occluder) || mat.HasMaterial(EMaterialTypes::Floor))
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return true;
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return (v.z > 0.85f);
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2016-06-24 20:09:38 +00:00
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}
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2017-01-04 04:08:30 +00:00
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bool CGameCollision::IsFloor(const CMaterialList& mat, const zeus::CVector3f& v)
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{
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if (mat.HasMaterial(EMaterialTypes::Floor))
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return true;
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return (v.z > 0.85f);
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}
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void CGameCollision::SendMaterialMessage(CStateManager& mgr, const CMaterialList& mat, CActor& act)
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{
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EScriptObjectMessage msg;
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if (mat.HasMaterial(EMaterialTypes::Ice))
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2017-06-12 04:23:34 +00:00
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msg = EScriptObjectMessage::OnIceSurface;
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2017-01-04 04:08:30 +00:00
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else if (mat.HasMaterial(EMaterialTypes::MudSlow))
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msg = EScriptObjectMessage::OnMudSlowSurface;
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else
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msg = EScriptObjectMessage::OnNormalSurface;
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mgr.SendScriptMsg(&act, kInvalidUniqueId, msg);
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}
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2017-03-30 22:36:18 +00:00
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CRayCastResult
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CGameCollision::RayStaticIntersection(const CStateManager& mgr, const zeus::CVector3f& pos,
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const zeus::CVector3f& dir, float length, const CMaterialFilter& filter)
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{
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CRayCastResult ret;
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float bestT = length;
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if (bestT <= 0.f)
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bestT = 100000.f;
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zeus::CLine line(pos, dir);
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for (const CGameArea& area : *mgr.GetWorld())
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{
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CAreaOctTree::SRayResult rayRes;
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CAreaOctTree& collision = *area.GetPostConstructed()->x0_collision;
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collision.GetRootNode().LineTestEx(line, filter, rayRes, length);
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if (!rayRes.x10_surface || (length != 0.f && length < rayRes.x3c_t))
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continue;
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if (rayRes.x3c_t < bestT)
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{
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ret = CRayCastResult(rayRes.x3c_t, dir * rayRes.x3c_t + pos,
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rayRes.x0_plane, rayRes.x10_surface->GetSurfaceFlags());
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bestT = rayRes.x3c_t;
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}
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}
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return ret;
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}
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2017-04-15 05:49:01 +00:00
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bool CGameCollision::RayStaticIntersectionBool(const CStateManager& mgr, const zeus::CVector3f& start,
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const zeus::CVector3f& dir, float length,
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const CMaterialFilter& filter)
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{
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if (length <= 0.f)
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length = 100000.f;
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zeus::CLine line(start, dir);
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for (const CGameArea& area : *mgr.GetWorld())
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{
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const CAreaOctTree& collision = *area.GetPostConstructed()->x0_collision;
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CAreaOctTree::Node root = collision.GetRootNode();
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if (!root.LineTest(line, filter, length))
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return false;
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}
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return true;
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}
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2017-03-30 22:36:18 +00:00
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CRayCastResult
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CGameCollision::RayDynamicIntersection(const CStateManager& mgr, TUniqueId& idOut, const zeus::CVector3f& pos,
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const zeus::CVector3f& dir, float length, const CMaterialFilter& filter,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList)
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{
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CRayCastResult ret;
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float bestT = length;
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if (bestT <= 0.f)
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bestT = 100000.f;
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for (TUniqueId id : nearList)
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{
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CEntity* ent = const_cast<CEntity*>(mgr.GetObjectById(id));
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if (TCastToPtr<CPhysicsActor> physActor = ent)
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{
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zeus::CTransform xf = physActor->GetPrimitiveTransform();
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const CCollisionPrimitive* prim = physActor->GetCollisionPrimitive();
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CRayCastResult res = prim->CastRay(pos, dir, bestT, filter, xf);
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if (!res.IsInvalid() && res.GetT() < bestT)
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{
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bestT = res.GetT();
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ret = res;
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idOut = physActor->GetUniqueId();
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}
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}
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}
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return ret;
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}
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2017-04-15 05:49:01 +00:00
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bool CGameCollision::RayDynamicIntersectionBool(const CStateManager& mgr,
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const zeus::CVector3f& pos, const zeus::CVector3f& dir,
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const CMaterialFilter& filter,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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const CActor* damagee, float length)
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{
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if (length <= 0.f)
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length = 100000.f;
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for (TUniqueId id : nearList)
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{
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const CEntity* ent = mgr.GetObjectById(id);
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if (TCastToConstPtr<CPhysicsActor> physActor = ent)
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{
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if (damagee && physActor->GetUniqueId() == damagee->GetUniqueId())
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continue;
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zeus::CTransform xf = physActor->GetPrimitiveTransform();
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const CCollisionPrimitive* prim = physActor->GetCollisionPrimitive();
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CRayCastResult res = prim->CastRay(pos, dir, length, filter, xf);
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if (!res.IsInvalid())
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return false;
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}
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}
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return true;
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}
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2017-03-30 22:36:18 +00:00
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CRayCastResult
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CGameCollision::RayWorldIntersection(const CStateManager& mgr, TUniqueId& idOut, const zeus::CVector3f& pos,
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const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList)
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{
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CRayCastResult staticRes = RayStaticIntersection(mgr, pos, dir, mag, filter);
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CRayCastResult dynamicRes = RayDynamicIntersection(mgr, idOut, pos, dir, mag, filter, nearList);
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if (!dynamicRes.IsInvalid() && staticRes.IsInvalid())
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return dynamicRes;
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else if (staticRes.GetT() >= dynamicRes.GetT())
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return dynamicRes;
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else
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return staticRes;
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}
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2017-04-10 06:57:00 +00:00
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2017-04-15 05:49:01 +00:00
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bool CGameCollision::RayStaticIntersectionArea(const CGameArea& area, const zeus::CVector3f& pos,
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const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter)
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2017-04-10 06:57:00 +00:00
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{
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if (mag <= 0.f)
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mag = 100000.f;
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CAreaOctTree::Node node = area.GetPostConstructed()->x0_collision->GetRootNode();
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zeus::CLine line(pos, dir);
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return node.LineTest(line, filter, mag);
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}
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2016-06-24 20:09:38 +00:00
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}
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