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nekohook/modules/source2013/sdk/game/shared/collisionproperty.h
2020-08-04 13:13:01 -04:00

490 lines
18 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef COLLISIONPROPERTY_H
#define COLLISIONPROPERTY_H
#ifdef _WIN32
#pragma once
#endif
#include "engine/ICollideable.h"
#include "ispatialpartition.h"
#include "mathlib/vector.h"
#include "networkvar.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CBaseEntity;
class IHandleEntity;
class QAngle;
class Vector;
struct Ray_t;
class IPhysicsObject;
//-----------------------------------------------------------------------------
// Force spatial partition updates (to avoid threading problems caused by lazy
// update)
//-----------------------------------------------------------------------------
void UpdateDirtySpatialPartitionEntities();
//-----------------------------------------------------------------------------
// Specifies how to compute the surrounding box
//-----------------------------------------------------------------------------
enum SurroundingBoundsType_t {
USE_OBB_COLLISION_BOUNDS = 0,
USE_BEST_COLLISION_BOUNDS, // Always use the best bounds (most expensive)
USE_HITBOXES,
USE_SPECIFIED_BOUNDS,
USE_GAME_CODE,
USE_ROTATION_EXPANDED_BOUNDS,
USE_COLLISION_BOUNDS_NEVER_VPHYSICS,
SURROUNDING_TYPE_BIT_COUNT = 3
};
//-----------------------------------------------------------------------------
// Encapsulates collision representation for an entity
//-----------------------------------------------------------------------------
class CCollisionProperty : public ICollideable {
DECLARE_CLASS_NOBASE(CCollisionProperty);
DECLARE_EMBEDDED_NETWORKVAR();
DECLARE_PREDICTABLE();
#ifdef GAME_DLL
DECLARE_DATADESC();
#endif
public:
CCollisionProperty();
~CCollisionProperty();
void Init(CBaseEntity *pEntity);
// Methods of ICollideable
virtual IHandleEntity *GetEntityHandle();
virtual const Vector &OBBMinsPreScaled() const {
return m_vecMinsPreScaled.Get();
}
virtual const Vector &OBBMaxsPreScaled() const {
return m_vecMaxsPreScaled.Get();
}
virtual const Vector &OBBMins() const { return m_vecMins.Get(); }
virtual const Vector &OBBMaxs() const { return m_vecMaxs.Get(); }
virtual void WorldSpaceTriggerBounds(Vector *pVecWorldMins,
Vector *pVecWorldMaxs) const;
virtual bool TestCollision(const Ray_t &ray, unsigned int fContentsMask,
trace_t &tr);
virtual bool TestHitboxes(const Ray_t &ray, unsigned int fContentsMask,
trace_t &tr);
virtual int GetCollisionModelIndex();
virtual const model_t *GetCollisionModel();
virtual const Vector &GetCollisionOrigin() const;
virtual const QAngle &GetCollisionAngles() const;
virtual const matrix3x4_t &CollisionToWorldTransform() const;
virtual SolidType_t GetSolid() const;
virtual int GetSolidFlags() const;
virtual IClientUnknown *GetIClientUnknown();
virtual int GetCollisionGroup() const;
virtual void WorldSpaceSurroundingBounds(Vector *pVecMins,
Vector *pVecMaxs);
virtual bool ShouldTouchTrigger(int triggerSolidFlags) const;
virtual const matrix3x4_t *GetRootParentToWorldTransform() const;
public:
// Spatial partition management
void CreatePartitionHandle();
void DestroyPartitionHandle();
unsigned short GetPartitionHandle() const;
// Marks the spatial partition dirty
void MarkPartitionHandleDirty();
// Sets the collision bounds + the size (OBB)
void SetCollisionBounds(const Vector &mins, const Vector &maxs);
// Rebuilds the scaled bounds from the pre-scaled bounds after a model's
// scale has changed
void RefreshScaledCollisionBounds(void);
// Sets special trigger bounds. The bloat amount indicates how much bigger
// the trigger bounds should be beyond the bounds set in SetCollisionBounds
// This method will also set the FSOLID flag FSOLID_USE_TRIGGER_BOUNDS
void UseTriggerBounds(bool bEnable, float flBloat = 0.0f);
// Sets the method by which the surrounding collision bounds is set
// You must pass in values for mins + maxs if you select the
// USE_SPECIFIED_BOUNDS type.
void SetSurroundingBoundsType(SurroundingBoundsType_t type,
const Vector *pMins = NULL,
const Vector *pMaxs = NULL);
// Sets the solid type (which type of collision representation)
void SetSolid(SolidType_t val);
// Methods related to size. The OBB here is measured in CollisionSpace
// (specified by GetCollisionToWorld)
const Vector &OBBSize() const;
// Returns a radius (or the square of the radius) of a sphere
// *centered at the world space center* bounding the collision
// representation of the entity. NOTE: The world space center *may* move
// when the entity rotates.
float BoundingRadius() const;
float BoundingRadius2D() const;
// Returns the center of the OBB in collision space
const Vector &OBBCenter() const;
// center point of entity measured in world space
// NOTE: This point *may* move when the entity moves depending on
// which solid type is being used.
const Vector &WorldSpaceCenter() const;
// Methods related to solid flags
void ClearSolidFlags(void);
void RemoveSolidFlags(int flags);
void AddSolidFlags(int flags);
bool IsSolidFlagSet(int flagMask) const;
void SetSolidFlags(int flags);
bool IsSolid() const;
// Updates the spatial partition
void UpdatePartition();
// Are the bounds defined in entity space?
bool IsBoundsDefinedInEntitySpace() const;
// Transforms a point in OBB space to world space
const Vector &CollisionToWorldSpace(const Vector &in,
Vector *pResult) const;
// Transforms a point in world space to OBB space
const Vector &WorldToCollisionSpace(const Vector &in,
Vector *pResult) const;
// Transforms a direction in world space to OBB space
const Vector &WorldDirectionToCollisionSpace(const Vector &in,
Vector *pResult) const;
// Selects a random point in the bounds given the normalized 0-1 bounds
void RandomPointInBounds(const Vector &vecNormalizedMins,
const Vector &vecNormalizedMaxs,
Vector *pPoint) const;
// Is a worldspace point within the bounds of the OBB?
bool IsPointInBounds(const Vector &vecWorldPt) const;
// Computes a bounding box in world space surrounding the collision bounds
void WorldSpaceAABB(Vector *pWorldMins, Vector *pWorldMaxs) const;
// Get the collision space mins directly
const Vector &CollisionSpaceMins(void) const;
// Get the collision space maxs directly
const Vector &CollisionSpaceMaxs(void) const;
// Computes a "normalized" point (range 0,0,0 - 1,1,1) in collision space
// Useful for things like getting a point 75% of the way along z on the OBB,
// for example
const Vector &NormalizedToCollisionSpace(const Vector &in,
Vector *pResult) const;
// Computes a "normalized" point (range 0,0,0 - 1,1,1) in world space
const Vector &NormalizedToWorldSpace(const Vector &in,
Vector *pResult) const;
// Transforms a point in world space to normalized space
const Vector &WorldToNormalizedSpace(const Vector &in,
Vector *pResult) const;
// Transforms a point in collision space to normalized space
const Vector &CollisionToNormalizedSpace(const Vector &in,
Vector *pResult) const;
// Computes the nearest point in the OBB to a point specified in world space
void CalcNearestPoint(const Vector &vecWorldPt,
Vector *pVecNearestWorldPt) const;
// Computes the distance from a point in world space to the OBB
float CalcDistanceFromPoint(const Vector &vecWorldPt) const;
// Does a rotation make us need to recompute the surrounding box?
bool DoesRotationInvalidateSurroundingBox() const;
// Does VPhysicsUpdate make us need to recompute the surrounding box?
bool DoesVPhysicsInvalidateSurroundingBox() const;
// Marks the entity has having a dirty surrounding box
void MarkSurroundingBoundsDirty();
// Compute the largest dot product of the OBB and the specified direction
// vector
float ComputeSupportMap(const Vector &vecDirection) const;
private:
// Transforms an AABB measured in collision space to a box that surrounds it
// in world space
void CollisionAABBToWorldAABB(const Vector &entityMins,
const Vector &entityMaxs, Vector *pWorldMins,
Vector *pWorldMaxs) const;
// Expand trigger bounds..
void ComputeVPhysicsSurroundingBox(Vector *pVecWorldMins,
Vector *pVecWorldMaxs);
// Expand trigger bounds..
bool ComputeHitboxSurroundingBox(Vector *pVecWorldMins,
Vector *pVecWorldMaxs);
bool ComputeEntitySpaceHitboxSurroundingBox(Vector *pVecWorldMins,
Vector *pVecWorldMaxs);
// Computes the surrounding collision bounds based on whatever algorithm we
// want...
void ComputeCollisionSurroundingBox(bool bUseVPhysics,
Vector *pVecWorldMins,
Vector *pVecWorldMaxs);
// Computes the surrounding collision bounds from the the OBB (not vphysics)
void ComputeRotationExpandedBounds(Vector *pVecWorldMins,
Vector *pVecWorldMaxs);
// Computes the surrounding collision bounds based on whatever algorithm we
// want...
void ComputeSurroundingBox(Vector *pVecWorldMins, Vector *pVecWorldMaxs);
// Check for untouch
void CheckForUntouch();
// Updates the spatial partition
void UpdateServerPartitionMask();
// Outer
CBaseEntity *GetOuter();
const CBaseEntity *GetOuter() const;
private:
CBaseEntity *m_pOuter;
CNetworkVector(m_vecMinsPreScaled);
CNetworkVector(m_vecMaxsPreScaled);
CNetworkVector(m_vecMins);
CNetworkVector(m_vecMaxs);
float m_flRadius;
CNetworkVar(unsigned short, m_usSolidFlags);
// Spatial partition
SpatialPartitionHandle_t m_Partition;
CNetworkVar(unsigned char, m_nSurroundType);
// One of the SOLID_ defines. Use GetSolid/SetSolid.
CNetworkVar(unsigned char, m_nSolidType);
CNetworkVar(unsigned char, m_triggerBloat);
// SUCKY: We didn't use to have to store this previously
// but storing it here means that we can network it + avoid a ton of
// client-side mismatch problems
CNetworkVector(m_vecSpecifiedSurroundingMinsPreScaled);
CNetworkVector(m_vecSpecifiedSurroundingMaxsPreScaled);
CNetworkVector(m_vecSpecifiedSurroundingMins);
CNetworkVector(m_vecSpecifiedSurroundingMaxs);
// Cached off world-aligned surrounding bounds
#if 0
short m_surroundingMins[3];
short m_surroundingMaxs[3];
#else
Vector m_vecSurroundingMins;
Vector m_vecSurroundingMaxs;
#endif
// pointer to the entity's physics object (vphysics.dll)
// IPhysicsObject *m_pPhysicsObject;
friend class CBaseEntity;
};
//-----------------------------------------------------------------------------
// For networking this bad boy
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
EXTERN_RECV_TABLE(DT_CollisionProperty);
#else
EXTERN_SEND_TABLE(DT_CollisionProperty);
#endif
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline CBaseEntity *CCollisionProperty::GetOuter() { return m_pOuter; }
inline const CBaseEntity *CCollisionProperty::GetOuter() const {
return m_pOuter;
}
//-----------------------------------------------------------------------------
// Spatial partition
//-----------------------------------------------------------------------------
inline unsigned short CCollisionProperty::GetPartitionHandle() const {
return m_Partition;
}
//-----------------------------------------------------------------------------
// Methods related to size
//-----------------------------------------------------------------------------
inline const Vector &CCollisionProperty::OBBSize() const {
// NOTE: Could precache this, but it's not used that often..
Vector &temp = AllocTempVector();
VectorSubtract(m_vecMaxs, m_vecMins, temp);
return temp;
}
//-----------------------------------------------------------------------------
// Bounding radius size
//-----------------------------------------------------------------------------
inline float CCollisionProperty::BoundingRadius() const { return m_flRadius; }
//-----------------------------------------------------------------------------
// Methods relating to solid flags
//-----------------------------------------------------------------------------
inline bool CCollisionProperty::IsBoundsDefinedInEntitySpace() const {
return ((m_usSolidFlags & FSOLID_FORCE_WORLD_ALIGNED) == 0) &&
(m_nSolidType != SOLID_BBOX) && (m_nSolidType != SOLID_NONE);
}
inline void CCollisionProperty::ClearSolidFlags(void) { SetSolidFlags(0); }
inline void CCollisionProperty::RemoveSolidFlags(int flags) {
SetSolidFlags(m_usSolidFlags & ~flags);
}
inline void CCollisionProperty::AddSolidFlags(int flags) {
SetSolidFlags(m_usSolidFlags | flags);
}
inline int CCollisionProperty::GetSolidFlags(void) const {
return m_usSolidFlags;
}
inline bool CCollisionProperty::IsSolidFlagSet(int flagMask) const {
return (m_usSolidFlags & flagMask) != 0;
}
inline bool CCollisionProperty::IsSolid() const {
return ::IsSolid((SolidType_t)(unsigned char)m_nSolidType, m_usSolidFlags);
}
//-----------------------------------------------------------------------------
// Returns the center in OBB space
//-----------------------------------------------------------------------------
inline const Vector &CCollisionProperty::OBBCenter() const {
Vector &vecResult = AllocTempVector();
VectorLerp(m_vecMins, m_vecMaxs, 0.5f, vecResult);
return vecResult;
}
//-----------------------------------------------------------------------------
// center point of entity
//-----------------------------------------------------------------------------
inline const Vector &CCollisionProperty::WorldSpaceCenter() const {
Vector &vecResult = AllocTempVector();
CollisionToWorldSpace(OBBCenter(), &vecResult);
return vecResult;
}
//-----------------------------------------------------------------------------
// Transforms a point in OBB space to world space
//-----------------------------------------------------------------------------
inline const Vector &CCollisionProperty::CollisionToWorldSpace(
const Vector &in, Vector *pResult) const {
// Makes sure we don't re-use the same temp twice
if (!IsBoundsDefinedInEntitySpace() ||
(GetCollisionAngles() == vec3_angle)) {
VectorAdd(in, GetCollisionOrigin(), *pResult);
} else {
VectorTransform(in, CollisionToWorldTransform(), *pResult);
}
return *pResult;
}
//-----------------------------------------------------------------------------
// Transforms a point in world space to OBB space
//-----------------------------------------------------------------------------
inline const Vector &CCollisionProperty::WorldToCollisionSpace(
const Vector &in, Vector *pResult) const {
if (!IsBoundsDefinedInEntitySpace() ||
(GetCollisionAngles() == vec3_angle)) {
VectorSubtract(in, GetCollisionOrigin(), *pResult);
} else {
VectorITransform(in, CollisionToWorldTransform(), *pResult);
}
return *pResult;
}
//-----------------------------------------------------------------------------
// Transforms a direction in world space to OBB space
//-----------------------------------------------------------------------------
inline const Vector &CCollisionProperty::WorldDirectionToCollisionSpace(
const Vector &in, Vector *pResult) const {
if (!IsBoundsDefinedInEntitySpace() ||
(GetCollisionAngles() == vec3_angle)) {
*pResult = in;
} else {
VectorIRotate(in, CollisionToWorldTransform(), *pResult);
}
return *pResult;
}
//-----------------------------------------------------------------------------
// Computes a bounding box in world space surrounding the collision bounds
//-----------------------------------------------------------------------------
inline void CCollisionProperty::WorldSpaceAABB(Vector *pWorldMins,
Vector *pWorldMaxs) const {
CollisionAABBToWorldAABB(m_vecMins, m_vecMaxs, pWorldMins, pWorldMaxs);
}
// Get the collision space mins directly
inline const Vector &CCollisionProperty::CollisionSpaceMins(void) const {
return m_vecMins;
}
// Get the collision space maxs directly
inline const Vector &CCollisionProperty::CollisionSpaceMaxs(void) const {
return m_vecMaxs;
}
//-----------------------------------------------------------------------------
// Does a rotation make us need to recompute the surrounding box?
//-----------------------------------------------------------------------------
inline bool CCollisionProperty::DoesRotationInvalidateSurroundingBox() const {
if (IsSolidFlagSet(FSOLID_ROOT_PARENT_ALIGNED)) return true;
switch (m_nSurroundType) {
case USE_COLLISION_BOUNDS_NEVER_VPHYSICS:
case USE_OBB_COLLISION_BOUNDS:
case USE_BEST_COLLISION_BOUNDS:
return IsBoundsDefinedInEntitySpace();
// In the case of game code, we don't really know, so we have to assume
// it does
case USE_HITBOXES:
case USE_GAME_CODE:
return true;
case USE_ROTATION_EXPANDED_BOUNDS:
case USE_SPECIFIED_BOUNDS:
return false;
default:
Assert(0);
return true;
}
}
#endif // COLLISIONPROPERTY_H