#include "CGroundMovement.hpp" #include "World/CPhysicsActor.hpp" #include "Collision/CGameCollision.hpp" #include "Collision/CCollisionInfoList.hpp" #include "Collision/CollisionUtil.hpp" #include "Collision/CAABoxFilter.hpp" #include "CStateManager.hpp" #include "TCastTo.hpp" #include "World/CScriptPlatform.hpp" #include "World/CWorld.hpp" #include "World/CPlayer.hpp" namespace urde { void CGroundMovement::CheckFalling(CPhysicsActor& actor, CStateManager& mgr, float) { bool oob = true; for (const CGameArea& area : *mgr.GetWorld()) { if (area.GetAABB().intersects(*actor.GetTouchBounds())) { oob = false; break; } } if (!oob) { mgr.SendScriptMsg(&actor, kInvalidUniqueId, EScriptObjectMessage::Falling); } else { mgr.SendScriptMsg(&actor, kInvalidUniqueId, EScriptObjectMessage::OnFloor); actor.SetAngularVelocityWR(actor.GetAngularVelocityWR() * 0.98f); zeus::CVector3f vel = actor.GetTransform().transposeRotate(actor.GetVelocity()); vel.z = 0.f; actor.SetVelocityOR(vel); actor.SetMomentumWR(zeus::CVector3f::skZero); } } void CGroundMovement::MoveGroundCollider(CStateManager& mgr, CPhysicsActor& actor, float dt, const rstl::reserved_vector* nearList) { CMotionState oldState = actor.GetMotionState(); CMotionState newState = actor.PredictMotion_Internal(dt); float deltaMag = newState.x0_translation.magnitude(); TUniqueId idDetect = kInvalidUniqueId; CCollisionInfoList collisionList; zeus::CAABox motionVol = actor.GetMotionVolume(dt); rstl::reserved_vector useColliderList; if (nearList) useColliderList = *nearList; mgr.BuildColliderList(useColliderList, actor, motionVol); CAreaCollisionCache cache(motionVol); float collideDt = dt; if (actor.GetCollisionPrimitive()->GetPrimType() == FOURCC('OBTG')) { CGameCollision::BuildAreaCollisionCache(mgr, cache); if (deltaMag > 0.5f * CGameCollision::GetMinExtentForCollisionPrimitive(*actor.GetCollisionPrimitive())) { zeus::CVector3f point = actor.GetCollisionPrimitive()->CalculateAABox(actor.GetPrimitiveTransform()).center(); TUniqueId intersectId = kInvalidUniqueId; CMaterialFilter filter = CMaterialFilter::MakeInclude({EMaterialTypes::Solid}); CRayCastResult result = mgr.RayWorldIntersection(intersectId, point, newState.x0_translation.normalized(), deltaMag, filter, useColliderList); if (result.IsValid()) { collideDt = dt * (result.GetT() / deltaMag); newState = actor.PredictMotion_Internal(collideDt); } actor.MoveCollisionPrimitive(newState.x0_translation); if (CGameCollision::DetectCollision_Cached(mgr, cache, *actor.GetCollisionPrimitive(), actor.GetPrimitiveTransform(), actor.GetMaterialFilter(), useColliderList, idDetect, collisionList)) { actor.AddMotionState(newState); float resolved = 0.f; if (ResolveUpDown(cache, mgr, actor, actor.GetMaterialFilter(), useColliderList, actor.GetStepUpHeight(), 0.f, resolved, collisionList)) { actor.SetMotionState(oldState); MoveGroundColliderXY(cache, mgr, actor, actor.GetMaterialFilter(), useColliderList, collideDt); } } else { actor.AddMotionState(newState); } float stepDown = actor.GetStepDownHeight(); float resolved = 0.f; collisionList.Clear(); TUniqueId stepZId = kInvalidUniqueId; if (stepDown >= 0.f) { if (MoveGroundColliderZ(cache, mgr, actor, actor.GetMaterialFilter(), useColliderList, -stepDown, resolved, collisionList, stepZId)) { if (collisionList.GetCount() > 0) { CCollisionInfoList filteredList; CollisionUtil::FilterByClosestNormal(zeus::CVector3f{0.f, 0.f, 1.f}, collisionList, filteredList); if (filteredList.GetCount() > 0) { if (CGameCollision::IsFloor(filteredList.Front().GetMaterialLeft(), filteredList.Front().GetNormalLeft())) { if (TCastToPtr plat = mgr.ObjectById(stepZId)) mgr.SendScriptMsg(plat.GetPtr(), actor.GetUniqueId(), EScriptObjectMessage::AddPlatformRider); CGameCollision::SendMaterialMessage(mgr, filteredList.Front().GetMaterialLeft(), actor); mgr.SendScriptMsg(&actor, kInvalidUniqueId, EScriptObjectMessage::OnFloor); } else { CheckFalling(actor, mgr, dt); } } } } } else { CheckFalling(actor, mgr, dt); } actor.ClearForcesAndTorques(); actor.MoveCollisionPrimitive(zeus::CVector3f::skZero); if (actor.GetMaterialList().HasMaterial(EMaterialTypes::Player)) { CGameCollision::CollisionFailsafe(mgr, cache, actor, *actor.GetCollisionPrimitive(), useColliderList, 0.f, 1); } } } } bool CGroundMovement::ResolveUpDown(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor, const CMaterialFilter& filter, rstl::reserved_vector& nearList, float stepUp, float stepDown, float& fOut, CCollisionInfoList& list) { float zextent = stepDown; if (list.GetCount() <= 0) return true; zeus::CAABox aabb = zeus::CAABox::skInvertedBox; zeus::CVector3f normAccum = zeus::CVector3f::skZero; for (CCollisionInfo& info : list) { if (CGameCollision::IsFloor(info.GetMaterialLeft(), info.GetNormalLeft())) { aabb.accumulateBounds(info.GetPoint()); aabb.accumulateBounds(info.GetExtreme()); normAccum += info.GetNormalLeft(); } } if (normAccum.canBeNormalized()) normAccum.normalize(); else return true; zeus::CAABox actorAABB = actor.GetBoundingBox(); if (normAccum.z >= 0.f) { zextent = aabb.max.z - actorAABB.min.z + 0.02f; if (zextent > stepUp) return true; } else { zextent = aabb.min.z - actorAABB.max.z - 0.02f; if (zextent < -stepDown) return true; } actor.MoveCollisionPrimitive({0.f, 0.f, zextent}); if (!CGameCollision::DetectCollisionBoolean_Cached(mgr, cache, *actor.GetCollisionPrimitive(), actor.GetPrimitiveTransform(), filter, nearList)) { fOut = zextent; actor.SetTranslation(actor.GetTranslation() + zeus::CVector3f(0.f, 0.f, zextent)); actor.MoveCollisionPrimitive(zeus::CVector3f::skZero); bool floor = false; for (CCollisionInfo& info : list) { if (CGameCollision::IsFloor(info.GetMaterialLeft(), info.GetNormalLeft())) { floor = true; break; } } if (!floor) mgr.SendScriptMsg(&actor, kInvalidUniqueId, EScriptObjectMessage::LandOnNotFloor); return false; } return true; } bool CGroundMovement::MoveGroundColliderZ(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor, const CMaterialFilter& filter, rstl::reserved_vector& nearList, float amt, float&, CCollisionInfoList& list, TUniqueId& idOut) { actor.MoveCollisionPrimitive({0.f, 0.f, amt}); zeus::CAABox aabb = zeus::CAABox::skInvertedBox; if (CGameCollision::DetectCollision_Cached(mgr, cache, *actor.GetCollisionPrimitive(), actor.GetPrimitiveTransform(), filter, nearList, idOut, list)) { for (CCollisionInfo& info : list) { aabb.accumulateBounds(info.GetPoint()); aabb.accumulateBounds(info.GetExtreme()); } zeus::CAABox actorAABB = actor.GetBoundingBox(); float zextent; if (amt > 0.f) zextent = aabb.min.z - actorAABB.max.z - 0.02f + amt; else zextent = aabb.max.z - actorAABB.min.z + 0.02f + amt; actor.MoveCollisionPrimitive({0.f, 0.f, zextent}); if (!CGameCollision::DetectCollisionBoolean_Cached(mgr, cache, *actor.GetCollisionPrimitive(), actor.GetPrimitiveTransform(), filter, nearList)) { actor.SetTranslation(actor.GetTranslation() + zeus::CVector3f(0.f, 0.f, zextent)); actor.MoveCollisionPrimitive(zeus::CVector3f::skZero); } bool floor = false; for (CCollisionInfo& info : list) { if (CGameCollision::IsFloor(info.GetMaterialLeft(), info.GetNormalLeft())) { floor = true; break; } } if (!floor) mgr.SendScriptMsg(&actor, kInvalidUniqueId, EScriptObjectMessage::LandOnNotFloor); CCollisionInfoList filteredList; if (amt > 0.f) CollisionUtil::FilterByClosestNormal({0.f, 0.f, -1.f}, list, filteredList); else CollisionUtil::FilterByClosestNormal({0.f, 0.f, 1.f}, list, filteredList); if (filteredList.GetCount() > 0) CGameCollision::MakeCollisionCallbacks(mgr, actor, idOut, filteredList); return true; } return false; } void CGroundMovement::MoveGroundColliderXY(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor, const CMaterialFilter& filter, rstl::reserved_vector& nearList, float dt) { bool didCollide = false; bool isPlayer = actor.GetMaterialList().HasMaterial(EMaterialTypes::Player); float remDt = dt; float originalDt = dt; TCastToPtr otherActor; CCollisionInfoList collisionList; CMotionState newMState = actor.PredictMotion_Internal(dt); float transMag = newMState.x0_translation.magnitude(); float divMag; if (isPlayer) divMag = std::max(transMag / 5.f, 0.005f); else divMag = std::max(transMag / 3.f, 0.02f); float minExtent = 0.5f * CGameCollision::GetMinExtentForCollisionPrimitive(*actor.GetCollisionPrimitive()); if (transMag > minExtent) { dt = minExtent * (dt / transMag); originalDt = dt; newMState = actor.PredictMotion_Internal(dt); divMag = std::min(divMag, minExtent); } float nonCollideDt = dt; do { actor.MoveCollisionPrimitive(newMState.x0_translation); collisionList.Clear(); TUniqueId otherId = kInvalidUniqueId; bool collided = CGameCollision::DetectCollision_Cached(mgr, cache, *actor.GetCollisionPrimitive(), actor.GetPrimitiveTransform(), filter, nearList, otherId, collisionList); if (collided) otherActor = mgr.ObjectById(otherId); actor.MoveCollisionPrimitive(zeus::CVector3f::skZero); if (collided) { didCollide = true; if (newMState.x0_translation.magnitude() < divMag) { CCollisionInfoList backfaceFilteredList, floorFilteredList; zeus::CVector3f deltaVel = actor.GetVelocity(); if (otherActor) deltaVel -= otherActor->GetVelocity(); CollisionUtil::FilterOutBackfaces(deltaVel, collisionList, backfaceFilteredList); CAABoxFilter::FilterBoxFloorCollisions(backfaceFilteredList, floorFilteredList); CGameCollision::MakeCollisionCallbacks(mgr, actor, otherId, floorFilteredList); if (floorFilteredList.GetCount() == 0 && isPlayer) { CMotionState lastNonCollideState = actor.GetLastNonCollidingState(); lastNonCollideState.x1c_velocity *= zeus::CVector3f(0.5f); lastNonCollideState.x28_angularMomentum *= zeus::CVector3f(0.5f); actor.SetMotionState(lastNonCollideState); } for (const CCollisionInfo& info : floorFilteredList) { CCollisionInfo infoCopy = info; float restitution = CGameCollision::GetCoefficientOfRestitution(infoCopy) + actor.GetCoefficientOfRestitutionModifier(); if (otherActor) CGameCollision::CollideWithDynamicBodyNoRot(actor, *otherActor, infoCopy, restitution, true); else CGameCollision::CollideWithStaticBodyNoRot(actor, infoCopy.GetMaterialLeft(), infoCopy.GetMaterialRight(), infoCopy.GetNormalLeft(), restitution, true); } remDt -= dt; nonCollideDt = std::min(originalDt, remDt); dt = nonCollideDt; } else { nonCollideDt *= 0.5f; dt *= 0.5f; } } else { actor.AddMotionState(newMState); remDt -= dt; dt = nonCollideDt; actor.MoveCollisionPrimitive(zeus::CVector3f::skZero); } newMState = actor.PredictMotion_Internal(dt); } while (remDt > 0.f); if (!didCollide && !actor.GetMaterialList().HasMaterial(EMaterialTypes::GroundCollider)) mgr.SendScriptMsg(&actor, kInvalidUniqueId, EScriptObjectMessage::Falling); actor.MoveCollisionPrimitive(zeus::CVector3f::skZero); } zeus::CVector3f CGroundMovement::CollisionDamping(const zeus::CVector3f& vel, const zeus::CVector3f& dir, const zeus::CVector3f& cNorm, float normCoeff, float deltaCoeff) { zeus::CVector3f dampedDir = (cNorm * -2.f * cNorm.dot(dir) + dir).normalized(); zeus::CVector3f dampedNorm = cNorm * cNorm.dot(dampedDir); return (dampedDir - dampedNorm) * vel.magnitude() * deltaCoeff + normCoeff * vel.magnitude() * dampedNorm; } void CGroundMovement::MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor& actor, float dt, const rstl::reserved_vector* nearList) { zeus::CAABox motionVol = actor.GetMotionVolume(dt); rstl::reserved_vector useNearList; if (nearList) useNearList = *nearList; else mgr.BuildColliderList(useNearList, actor, motionVol); CAreaCollisionCache cache(motionVol); CGameCollision::BuildAreaCollisionCache(mgr, cache); CPlayer& player = static_cast(actor); player.x9c5_28_slidingOnWall = false; bool applyJump = player.x258_movementState == CPlayer::EPlayerMovementState::ApplyJump; bool dampUnderwater = false; if (player.x9c4_31_dampUnderwaterMotion) if (!mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::GravitySuit)) dampUnderwater = true; bool noJump = (player.x258_movementState != CPlayer::EPlayerMovementState::ApplyJump && player.x258_movementState != CPlayer::EPlayerMovementState::Jump); float stepDown = player.GetStepDownHeight(); float stepUp = player.GetStepUpHeight(); bool doStepDown = true; CMaterialList material(EMaterialTypes::NoStepLogic); SMoveObjectResult result; if (!applyJump) { SMovementOptions opts; opts.x0_setWaterLandingForce = false; opts.x4_waterLandingForceCoefficient = 0.f; opts.x8_minimumWaterLandingForce = 0.f; opts.xc_anyZThreshold = 0.37f; opts.x10_downwardZThreshold = 0.25f; opts.x14_waterLandingVelocityReduction = 0.f; opts.x18_dampForceAndMomentum = true; opts.x19_alwaysClip = false; opts.x1a_disableClipForFloorOnly = noJump; opts.x1c_maxCollisionCycles = 4; opts.x20_minimumTranslationDelta = 0.002f; opts.x24_dampedNormalCoefficient = 0.f; opts.x28_dampedDeltaCoefficient = 1.f; opts.x2c_floorElasticForce = 0.f; opts.x30_wallElasticConstant = 0.02f; opts.x3c_floorPlaneNormal = player.GetLastFloorPlaneNormal(); opts.x34_wallElasticLinear = 0.2f; opts.x38_maxPositiveVerticalVelocity = player.GetMaximumPlayerPositiveVerticalVelocity(mgr); if (noJump) { zeus::CVector3f vel = player.GetVelocity(); vel.z = 0.f; actor.SetVelocityWR(vel); actor.x15c_force.z = 0.f; actor.x150_momentum.z = 0.f; actor.x168_impulse.z = 0.f; } CPhysicsState physStatePre = actor.GetPhysicsState(); CMaterialList material2 = MoveObjectAnalytical(mgr, actor, dt, useNearList, cache, opts, result); CPhysicsState physStatePost = actor.GetPhysicsState(); /* NoStepLogic must be the only set material bit to bypass step logic */ if (material2.XOR({EMaterialTypes::NoStepLogic})) { SMovementOptions optsCopy = opts; zeus::CVector3f postToPre = physStatePre.GetTranslation() - physStatePost.GetTranslation(); float postToPreMag = postToPre.magSquared(); optsCopy.x19_alwaysClip = noJump; float quarterStepUp = 0.25f * stepUp; rstl::reserved_vector physStateList; rstl::reserved_vector stepDeltaList; rstl::reserved_vector collisionInfoList; rstl::reserved_vector uniqueIdList; rstl::reserved_vector materialListList; bool done = false; for (int i=0 ; i < 2 && !done ; ++i) { double useStepUp = (i == 0) ? quarterStepUp : stepUp; actor.SetPhysicsState(physStatePre); CCollisionInfo collisionInfo; TUniqueId id = kInvalidUniqueId; CGameCollision::DetectCollision_Cached_Moving(mgr, cache, *actor.GetCollisionPrimitive(), actor.GetTransform(), actor.GetMaterialFilter(), useNearList, {0.f, 0.f, 1.f}, id, collisionInfo, useStepUp); if (collisionInfo.IsValid()) { useStepUp = std::max(0.0, useStepUp - optsCopy.x20_minimumTranslationDelta); done = true; } if (useStepUp > 0.0005) { actor.SetTranslation(actor.GetTranslation() + zeus::CVector3f(0.f, 0.f, useStepUp)); SMoveObjectResult result2; CMaterialList material3 = MoveObjectAnalytical(mgr, actor, dt, useNearList, cache, optsCopy, result2); CCollisionInfo collisionInfo2; double useStepDown2 = useStepUp + stepDown; TUniqueId id2 = kInvalidUniqueId; if (useStepDown2 > 0.0) { CGameCollision::DetectCollision_Cached_Moving(mgr, cache, *actor.GetCollisionPrimitive(), actor.GetTransform(), actor.GetMaterialFilter(), useNearList, {0.f, 0.f, -1.f}, id2, collisionInfo2, useStepDown2); } else { useStepDown2 = 0.0; } float minStep = std::min(useStepUp, useStepDown2); zeus::CVector3f offsetStep = actor.GetTranslation() - zeus::CVector3f(0.f, 0.f, minStep); bool floor = (collisionInfo2.IsValid() && CGameCollision::CanBlock(collisionInfo2.GetMaterialLeft(), collisionInfo2.GetNormalLeft())); zeus::CVector3f postToPre2 = physStatePre.GetTranslation() - offsetStep; float stepDelta = postToPre2.magSquared(); if (floor && postToPreMag < stepDelta) { useStepDown2 = std::max(0.0, useStepDown2 - 0.0005); actor.SetTranslation(actor.GetTranslation() - zeus::CVector3f(0.f, 0.f, useStepDown2)); physStateList.push_back(actor.GetPhysicsState()); stepDeltaList.push_back(stepDelta); collisionInfoList.push_back(collisionInfo2); uniqueIdList.push_back(id2); materialListList.push_back(material3); } } } if (physStateList.size() == 0) { actor.SetPhysicsState(physStatePost); material = material2; } else { float maxFloat = -1.0e10f; int maxIdx = -1; for (int i=0 ; i(ent)) mgr.SendScriptMsg(ent, actor.GetUniqueId(), EScriptObjectMessage::AddPlatformRider); } CCollisionInfo& cInfo = collisionInfoList[maxIdx]; CGameCollision::SendMaterialMessage(mgr, cInfo.GetMaterialLeft(), actor); doStepDown = false; actor.SetLastFloorPlaneNormal({cInfo.GetNormalLeft()}); } } } else { SMovementOptions opts; opts.x0_setWaterLandingForce = true; opts.x4_waterLandingForceCoefficient = dampUnderwater ? 35.f : 1.f; opts.x8_minimumWaterLandingForce = dampUnderwater ? 5.f : 0.f; opts.xc_anyZThreshold = dampUnderwater ? 0.05f : 0.37f; opts.x10_downwardZThreshold = dampUnderwater ? 0.01f : 0.25f; opts.x14_waterLandingVelocityReduction = dampUnderwater ? 0.2f : 0.f; opts.x18_dampForceAndMomentum = false; opts.x19_alwaysClip = false; opts.x1a_disableClipForFloorOnly = false; opts.x1c_maxCollisionCycles = 4; opts.x20_minimumTranslationDelta = 0.002f; opts.x24_dampedNormalCoefficient = 0.f; opts.x28_dampedDeltaCoefficient = 1.f; opts.x2c_floorElasticForce = 0.1f; opts.x30_wallElasticConstant = dampUnderwater ? 0.2f : 0.2f; opts.x3c_floorPlaneNormal = player.GetLastFloorPlaneNormal(); opts.x38_maxPositiveVerticalVelocity = player.GetMaximumPlayerPositiveVerticalVelocity(mgr); material = MoveObjectAnalytical(mgr, actor, dt, useNearList, cache, opts, result); } if (doStepDown) { CCollisionInfo collisionInfo; double stepDown2 = actor.GetStepDownHeight(); float zOffset = 0.f; TUniqueId id = kInvalidUniqueId; if (stepDown2 > FLT_EPSILON) { zeus::CTransform xf = actor.GetTransform(); xf.origin += zeus::CVector3f(0.f, 0.f, 0.0005f); if (!CGameCollision::DetectCollisionBoolean_Cached(mgr, cache, *actor.GetCollisionPrimitive(), xf, actor.GetMaterialFilter(), useNearList)) { actor.SetTranslation(xf.origin); zOffset = 0.0005f; stepDown2 += 0.0005; } CGameCollision::DetectCollision_Cached_Moving(mgr, cache, *actor.GetCollisionPrimitive(), actor.GetTransform(), actor.GetMaterialFilter(), useNearList, {0.f, 0.f, -1.f}, id, collisionInfo, stepDown2); } if (id != kInvalidUniqueId) { result.x0_id.emplace(id); result.x8_collision.emplace(collisionInfo); } if (!collisionInfo.IsValid() || !CGameCollision::CanBlock(collisionInfo.GetMaterialLeft(), collisionInfo.GetNormalLeft())) { if (zOffset > 0.f) { zeus::CTransform xf = actor.GetTransform(); xf.origin -= zeus::CVector3f(0.f, 0.f, zOffset); } if (collisionInfo.IsValid()) player.x9c5_28_slidingOnWall = true; CheckFalling(actor, mgr, dt); player.SetLastFloorPlaneNormal({}); } else { mgr.SendScriptMsg(&actor, kInvalidUniqueId, EScriptObjectMessage::OnFloor); stepDown2 = std::max(0.0, stepDown2 - 0.0005); actor.SetTranslation(actor.GetTranslation() - zeus::CVector3f(0.f, 0.f, stepDown2)); if (TCastToPtr plat = mgr.ObjectById(id)) mgr.SendScriptMsg(plat.GetPtr(), actor.GetUniqueId(), EScriptObjectMessage::AddPlatformRider); CGameCollision::SendMaterialMessage(mgr, collisionInfo.GetMaterialLeft(), actor); actor.SetLastFloorPlaneNormal({collisionInfo.GetNormalLeft()}); } } actor.ClearForcesAndTorques(); if (material.HasMaterial(EMaterialTypes::Wall)) player.SetPlayerHitWallDuringMove(); if (result.x0_id) { CCollisionInfoList list; list.Add(*result.x8_collision, false); CGameCollision::MakeCollisionCallbacks(mgr, actor, *result.x0_id, list); } CMotionState mState = actor.GetMotionState(); mState.x0_translation = actor.GetLastNonCollidingState().x0_translation; mState.x1c_velocity = actor.GetLastNonCollidingState().x1c_velocity; actor.SetLastNonCollidingState(mState); const CCollisionPrimitive* usePrim = actor.GetCollisionPrimitive(); std::unique_ptr prim; if (usePrim->GetPrimType() == FOURCC('AABX')) { const CCollidableAABox& existingAABB = static_cast(*usePrim); prim.reset(new CCollidableAABox(zeus::CAABox(existingAABB.GetAABB().min + 0.0001f, existingAABB.GetAABB().max - 0.0001f), usePrim->GetMaterial())); usePrim = prim.get(); } else if (usePrim->GetPrimType() == FOURCC('SPHR')) { const CCollidableSphere& existingSphere = static_cast(*usePrim); prim.reset(new CCollidableSphere(zeus::CSphere(existingSphere.GetSphere().position, existingSphere.GetSphere().radius - 0.0001f), usePrim->GetMaterial())); usePrim = prim.get(); } CGameCollision::CollisionFailsafe(mgr, cache, actor, *usePrim, useNearList, 0.f, 1); } bool CGroundMovement::RemoveNormalComponent(const zeus::CVector3f& a, const zeus::CVector3f& b, zeus::CVector3f& c, float& d) { float dot = a.dot(c); if (std::fabs(dot) > 0.99f) return false; float dot2 = b.dot(c); float dot3 = b.dot((c - a * dot).normalized()); if (dot2 > 0.f && dot3 < 0.f) return false; if (std::fabs(dot2) > 0.01f && std::fabs(dot3 / dot2) > 4.f) return false; c -= dot * a; d = dot; return true; } bool CGroundMovement::RemoveNormalComponent(const zeus::CVector3f& a, zeus::CVector3f& b) { float dot = a.dot(b); if (std::fabs(dot) > 0.99f) return false; b -= a * dot; return true; } static bool RemovePositiveZComponentFromNormal(zeus::CVector3f& vec) { if (vec.z > 0.f && vec.z < 0.99f) { vec.z = 0.f; vec.normalize(); return true; } return false; } CMaterialList CGroundMovement::MoveObjectAnalytical(CStateManager& mgr, CPhysicsActor& actor, float dt, rstl::reserved_vector& nearList, CAreaCollisionCache& cache, const SMovementOptions& opts, SMoveObjectResult& result) { result.x6c_processedCollisions = 0; CMaterialList ret; zeus::CVector3f floorPlaneNormal = opts.x3c_floorPlaneNormal ? *opts.x3c_floorPlaneNormal : zeus::CVector3f::skZero; bool floorCollision = opts.x3c_floorPlaneNormal.operator bool(); float remDt = dt; for (int i=0 ; remDt > 0.f ; ++i) { float collideDt = remDt; CMotionState mState = actor.PredictMotion_Internal(remDt); double mag = mState.x0_translation.magnitude(); zeus::CVector3f normTrans = (1.f / ((float(mag) > FLT_EPSILON) ? float(mag) : 1.f)) * mState.x0_translation; TUniqueId id = kInvalidUniqueId; CCollisionInfo collisionInfo; if (mag > opts.x20_minimumTranslationDelta) { double oldMag = mag; CGameCollision::DetectCollision_Cached_Moving(mgr, cache, *actor.GetCollisionPrimitive(), actor.GetPrimitiveTransform(), actor.GetMaterialFilter(), nearList, normTrans, id, collisionInfo, mag); if (id != kInvalidUniqueId) { result.x0_id.emplace(id); result.x8_collision.emplace(collisionInfo); } collideDt = mag / oldMag * remDt; } mag = std::max(0.f, float(mag) - opts.x20_minimumTranslationDelta); zeus::CVector3f collisionNorm = collisionInfo.GetNormalLeft(); bool floor = CGameCollision::CanBlock(collisionInfo.GetMaterialLeft(), collisionNorm); bool clipCollision = true; if (!opts.x19_alwaysClip) { if (!opts.x1a_disableClipForFloorOnly || floor) clipCollision = false; } float collisionFloorDot = 0.f; if (collisionInfo.IsValid()) { result.x6c_processedCollisions += 1; if (floor) { ret.Add(EMaterialTypes::Floor); floorPlaneNormal = collisionInfo.GetNormalLeft(); floorCollision = true; } else { ret.Add(EMaterialTypes::Wall); } if (clipCollision) { if (floorCollision) { if (!CGroundMovement::RemoveNormalComponent(floorPlaneNormal, normTrans, collisionNorm, collisionFloorDot)) RemovePositiveZComponentFromNormal(collisionNorm); else collisionNorm.normalize(); } else { RemovePositiveZComponentFromNormal(collisionNorm); } } mState = actor.PredictMotion_Internal(collideDt); } mState.x0_translation = normTrans * mag; actor.AddMotionState(mState); if (collisionInfo.IsValid()) { zeus::CVector3f vel = actor.GetVelocity().canBeNormalized() ? CGroundMovement::CollisionDamping(actor.GetVelocity(), actor.GetVelocity().normalized(), collisionNorm, opts.x24_dampedNormalCoefficient, opts.x28_dampedDeltaCoefficient) : zeus::CVector3f::skZero; float elasticForce = floor ? opts.x2c_floorElasticForce : opts.x34_wallElasticLinear * collisionFloorDot + opts.x30_wallElasticConstant; float dot = collisionNorm.dot(vel); if (dot < elasticForce) vel += (elasticForce - dot) * collisionNorm; if (clipCollision && floorCollision) if (!CGroundMovement::RemoveNormalComponent(floorPlaneNormal, vel)) vel.z = 0.f; if (vel.z > opts.x38_maxPositiveVerticalVelocity) vel *= zeus::CVector3f(opts.x38_maxPositiveVerticalVelocity / vel.z); if (opts.x18_dampForceAndMomentum) { if (actor.x15c_force.canBeNormalized()) { //zeus::CVector3f prevForce = actor.x15c_force; actor.x15c_force = CGroundMovement::CollisionDamping(actor.x15c_force, actor.x15c_force.normalized(), collisionNorm, 0.f, 1.f); } if (actor.x150_momentum.canBeNormalized()) { actor.x150_momentum = CGroundMovement::CollisionDamping(actor.x150_momentum, actor.x150_momentum.normalized(), collisionNorm, 0.f, 1.f); } } if (opts.x0_setWaterLandingForce && !floor) { if (collisionInfo.GetNormalLeft().z < -0.1f && vel.z > 0.f) vel.z *= 0.5f; float zNormAbs = std::fabs(collisionInfo.GetNormalLeft().z); if ((zNormAbs > opts.x10_downwardZThreshold && vel.z < 0.f) || zNormAbs > opts.xc_anyZThreshold) { actor.x15c_force = zeus::CVector3f(0.f, 0.f, -(1.f + std::max(opts.x4_waterLandingForceCoefficient * zNormAbs, opts.x8_minimumWaterLandingForce)) * actor.GetWeight()); vel *= zeus::CVector3f(1.f - opts.x14_waterLandingVelocityReduction); } } actor.SetVelocityWR(vel); } else { zeus::CVector3f vel = actor.x138_velocity; if (actor.x138_velocity.z > opts.x38_maxPositiveVerticalVelocity) vel *= zeus::CVector3f(opts.x38_maxPositiveVerticalVelocity / vel.z); actor.SetVelocityWR(vel); } actor.ClearImpulses(); remDt -= collideDt; if (i >= opts.x1c_maxCollisionCycles) break; } result.x70_processedDt = dt - remDt; return ret; } }