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//===== Copyright � 1996-2006, Valve Corporation, All rights reserved. ======//
//
// Purpose: particle system definitions
//
//===========================================================================//
#include "cbase.h"
#include "particles/particles.h"
#include "baseparticleentity.h"
#include "entityparticletrail_shared.h"
#include "collisionutils.h"
#include "engine/ivdebugoverlay.h"
#include "raytrace.h"
#include "animation.h"
#include "activitylist.h"
#if defined( CLIENT_DLL )
#include "c_pixel_visibility.h"
#include "c_effects.h"
#include "view.h"
#include "viewrender.h"
#include "model_types.h"
#include "c_env_projectedtexture.h"
#endif
#ifdef TF_CLIENT_DLL
#include "tf_shareddefs.h"
#endif
#ifdef SWARM_DLL
#include "asw_shareddefs.h"
#endif
#ifdef GAME_DLL
#include "ai_utils.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#if defined( CLIENT_DLL )
typedef struct SProjectedTextureInfo { int m_nParticleID; IMaterial *m_pMaterial; Vector m_vOrigin; float m_flSize; float m_flRotation; float m_r, m_g, m_b, m_a; C_EnvProjectedTexture *m_pEntity; bool m_bUsedThisFrame; } TProjectedTextureInfo;
#endif // #if defined( CLIENT_DLL )
#define POINT_AT_ORIGIN_EPSILON 0.1f
//-----------------------------------------------------------------------------
// Interface to allow the particle system to call back into the game code
//-----------------------------------------------------------------------------
class CParticleSystemQuery : public CBaseAppSystem< IParticleSystemQuery > { public: virtual bool IsEditor( ) { return false; }
// Inherited from IParticleSystemQuery
virtual void GetLightingAtPoint( const Vector& vecOrigin, Color &cTint ); virtual void TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, const IHandleEntity *ignore, int collisionGroup, CBaseTrace *ptr );
virtual bool IsPointInSolid( const Vector& vecPos, const int nContentsMask );
virtual bool MovePointInsideControllingObject( CParticleCollection *pParticles, void *pObject, Vector *pPnt ); virtual void GetRandomPointsOnControllingObjectHitBox( CParticleCollection *pParticles, int nControlPointNumber, int nNumPtsOut, float flBBoxScale, int nNumTrysToGetAPointInsideTheModel, Vector *pPntsOut, Vector vecDirectionalBias, Vector *pHitBoxRelativeCoordOut, int *pHitBoxIndexOut, int nDesiredHitbox, const char *pszHitboxSetName );
void GetClosestControllingObjectHitBox( CParticleCollection *pParticles, int nControlPointNumber, int nNumPtsIn, float flBBoxScale, Vector *pPntsIn, Vector *pHitBoxRelativeCoordOut, int *pHitBoxIndexOut, int nDesiredHitbox, const char *pszHitboxSetName );
virtual int GetRayTraceEnvironmentFromName( const char *pszRtEnvName );
virtual int GetCollisionGroupFromName( const char *pszCollisionGroupName );
virtual int GetControllingObjectHitBoxInfo( CParticleCollection *pParticles, int nControlPointNumber, int nBufSize, // # of output slots available
ModelHitBoxInfo_t *pHitBoxOutputBuffer, const char *pszHitboxSetName );
virtual bool IsPointInControllingObjectHitBox( CParticleCollection *pParticles, int nControlPointNumber, Vector vecPos, bool bBBoxOnly, const char *pszHitboxSetName );
virtual void GetControllingObjectOBBox( CParticleCollection *pParticles, int nControlPointNumber, Vector vecMin, Vector vecMax ); // Traces Four Rays against a defined RayTraceEnvironment
virtual void TraceAgainstRayTraceEnv( int envnumber, const FourRays &rays, fltx4 TMin, fltx4 TMax, RayTracingResult *rslt_out, int32 skip_id ) const ;
virtual Vector GetLocalPlayerPos( void ); virtual void GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL );
virtual Vector GetCurrentViewOrigin();
virtual int GetActivityCount(); virtual const char *GetActivityNameFromIndex( int nActivityIndex ); virtual int GetActivityNumber( void *pModel, const char *m_pszActivityName );
virtual float GetPixelVisibility( int *pQueryHandle, const Vector &vecOrigin, float flScale ); virtual void SetUpLightingEnvironment( const Vector& pos );
virtual void PreSimulate( );
virtual void PostSimulate( );
virtual void DebugDrawLine( const Vector &origin, const Vector &target, int r, int g, int b, bool noDepthTest, float duration );
virtual void BeginDrawModels( int nMaxNumToDraw, Vector const &vecCenterPosition, CParticleCollection *pParticles ) { }
virtual void DrawModel( void *pModel, const matrix3x4_t &DrawMatrix, CParticleCollection *pParticles, int nParticleNumber, int nBodyPart, int nSubModel, int nSkin, int nAnimationSequence = 0, float flAnimationRate = 30.0f, float r = 1.0f, float g = 1.0f, float b = 1.0f, float a = 1.0f );
virtual void FinishDrawModels( CParticleCollection *pParticles ) { }
virtual void *GetModel( char const *pMdlName );
virtual void UpdateProjectedTexture( const int nParticleID, IMaterial *pMaterial, Vector &vOrigin, float flRadius, float flRotation, float r, float g, float b, float a, void *&pUserVar );
private: #if defined( CLIENT_DLL )
CTSQueue< TProjectedTextureInfo * > m_ProjectedInfoAdds; CUtlVector< TProjectedTextureInfo * > m_ActiveProjectedInfos;
#endif // #if defined( CLIENT_DLL )
};
static CParticleSystemQuery s_ParticleSystemQuery; IParticleSystemQuery *g_pParticleSystemQuery = &s_ParticleSystemQuery;
//-----------------------------------------------------------------------------
// Exposes the interface (so tools can get at it)
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CParticleSystemQuery, IParticleSystemQuery, PARTICLE_SYSTEM_QUERY_INTERFACE_VERSION, s_ParticleSystemQuery ); #endif
static CThreadFastMutex s_LightMutex; static CThreadFastMutex s_BoneMutex;
//-----------------------------------------------------------------------------
// Inherited from IParticleSystemQuery
//-----------------------------------------------------------------------------
void CParticleSystemQuery::GetLightingAtPoint( const Vector& vecOrigin, Color &cTint ) { VPROF("CParticleSystemQuery::GetLightingAtPoint"); #ifdef GAME_DLL
// FIXME: Go through to the engine from the server to get these values
cTint.SetColor( 255, 255, 255, 255 );
#else
if ( engine->IsInGame() ) { s_LightMutex.Lock(); // Compute our lighting at our position
Vector totalColor = engine->GetLightForPoint( vecOrigin, true ); s_LightMutex.Unlock();
// Get our lighting information
cTint.SetColor( totalColor.x*255, totalColor.y*255, totalColor.z*255, 0 ); } else { // FIXME: Go through to the engine from the server to get these values
cTint.SetColor( 255, 255, 255, 255 ); }
#endif
}
void CParticleSystemQuery::SetUpLightingEnvironment( const Vector& pos ) { #ifndef GAME_DLL
if ( !engine->IsInGame() ) return;
s_LightMutex.Lock(); modelrender->SetupLighting( pos ); s_LightMutex.Unlock(); #endif
}
void CParticleSystemQuery::TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, const IHandleEntity *ignore, int collisionGroup, CBaseTrace *ptr ) { bool bDoTrace = false; #ifndef GAME_DLL
bDoTrace = engine->IsInGame(); #endif
if ( bDoTrace ) { trace_t tempTrace; UTIL_TraceLine( vecAbsStart, vecAbsEnd, mask, ignore, collisionGroup, &tempTrace ); memcpy( ptr, &tempTrace, sizeof ( CBaseTrace ) ); } else { ptr->startsolid = 0; ptr->fraction = 1.0; }
}
bool CParticleSystemQuery::IsPointInSolid( const Vector& vecPos, const int nContentsMask ) { bool bDoTrace = false; #ifndef GAME_DLL
bDoTrace = engine->IsInGame(); #endif
if ( bDoTrace ) { return ( UTIL_PointContents(vecPos, nContentsMask) & nContentsMask ) != 0; }
return false; }
bool CParticleSystemQuery::MovePointInsideControllingObject( CParticleCollection *pParticles, void *pObject, Vector *pPnt ) { #ifdef GAME_DLL
return true; #else
if (! pObject ) return true; // accept the input point unmodified
Ray_t ray; trace_t tr; ray.Init( *pPnt, *pPnt ); enginetrace->ClipRayToEntity( ray, MASK_ALL, (CBaseEntity *) pObject, &tr ); return ( tr.startsolid ); #endif
}
static float GetSurfaceCoord( float flRand, float flMinX, float flMaxX ) { return Lerp( flRand, flMinX, flMaxX );
}
void CParticleSystemQuery::GetRandomPointsOnControllingObjectHitBox( CParticleCollection *pParticles, int nControlPointNumber, int nNumPtsOut, float flBBoxScale, int nNumTrysToGetAPointInsideTheModel, Vector *pPntsOut, Vector vecDirectionalBias, Vector *pHitBoxRelativeCoordOut, int *pHitBoxIndexOut, int nDesiredHitbox, const char *pszHitboxSetName ) {
bool bSucesss = false;
#ifndef GAME_DLL
EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->ControlPoint( nControlPointNumber ).m_pObject ); CBaseEntity *pMoveParent = NULL; if ( phMoveParent ) { pMoveParent = *( phMoveParent ); } if ( pMoveParent ) { float flRandMax = flBBoxScale; float flRandMin = 1.0 - flBBoxScale; Vector vecBasePos; pParticles->GetControlPointAtTime( nControlPointNumber, pParticles->m_flCurTime, &vecBasePos );
s_BoneMutex.Lock(); C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating(); if ( pAnimating ) { matrix3x4_t *hitboxbones[MAXSTUDIOBONES]; if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) ) { studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() ); if ( pStudioHdr ) { // Try to get the desired set first, otherwise use their current set
int nEffectsHitboxSet = FindHitboxSetByName( pAnimating->GetModelPtr(), pszHitboxSetName ); mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( nEffectsHitboxSet != -1 ? nEffectsHitboxSet : pAnimating->GetHitboxSet() ); if ( set ) { bSucesss = true; Vector vecWorldPosition; float u = 0, v = 0, w = 0; int nHitbox = 0; int nNumIters = nNumTrysToGetAPointInsideTheModel; if (! vecDirectionalBias.IsZero( 0.0001 ) ) nNumIters = MAX( nNumIters, 5 ); int nHitboxMin = 0; int nHitboxMax = set->numhitboxes - 1; if ( nDesiredHitbox >= 0 ) { nHitboxMin = MIN( set->numhitboxes - 1, nDesiredHitbox ); nHitboxMax = MIN( set->numhitboxes - 1, nDesiredHitbox ); } for( int i=0 ; i < nNumPtsOut; i++) { int nTryCnt = nNumIters; float flBestPointGoodness = -1.0e20; do { int nTryHitbox = pParticles->RandomInt( nHitboxMin, nHitboxMax ); mstudiobbox_t *pBox = set->pHitbox(nTryHitbox); // E3 HACK - check for hitboxes at the origin and ignore those
if ( fabs( (*hitboxbones[pBox->bone])[0][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[1][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[2][3] ) < POINT_AT_ORIGIN_EPSILON ) { continue; }
float flTryU = pParticles->RandomFloat( flRandMin, flRandMax ); float flTryV = pParticles->RandomFloat( flRandMin, flRandMax ); float flTryW = pParticles->RandomFloat( flRandMin, flRandMax );
Vector vecLocalPosition; vecLocalPosition.x = GetSurfaceCoord( flTryU, pBox->bbmin.x*pAnimating->GetModelHierarchyScale(), pBox->bbmax.x*pAnimating->GetModelHierarchyScale() ); vecLocalPosition.y = GetSurfaceCoord( flTryV, pBox->bbmin.y*pAnimating->GetModelHierarchyScale(), pBox->bbmax.y*pAnimating->GetModelHierarchyScale() ); vecLocalPosition.z = GetSurfaceCoord( flTryW, pBox->bbmin.z*pAnimating->GetModelHierarchyScale(), pBox->bbmax.z*pAnimating->GetModelHierarchyScale() );
Vector vecTryWorldPosition;
VectorTransform( vecLocalPosition, *hitboxbones[pBox->bone], vecTryWorldPosition ); float flPointGoodness = pParticles->RandomFloat( 0, 72 ) + DotProduct( vecTryWorldPosition - vecBasePos, vecDirectionalBias );
if ( nNumTrysToGetAPointInsideTheModel ) { // do a point in solid test
Ray_t ray; trace_t tr; ray.Init( vecTryWorldPosition, vecTryWorldPosition ); enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr ); if ( tr.startsolid ) flPointGoodness += 1000.; // got a point inside!
} if ( flPointGoodness > flBestPointGoodness ) { u = flTryU; v = flTryV; w = flTryW; vecWorldPosition = vecTryWorldPosition; nHitbox = nTryHitbox; flBestPointGoodness = flPointGoodness; } } while ( nTryCnt-- ); *( pPntsOut++ ) = vecWorldPosition; if ( pHitBoxRelativeCoordOut ) ( pHitBoxRelativeCoordOut++ )->Init( u, v, w ); if ( pHitBoxIndexOut ) *( pHitBoxIndexOut++ ) = nHitbox; } } } } }
if ( pMoveParent->IsBrushModel() ) { Vector vecMin; Vector vecMax; matrix3x4_t matOrientation; Vector VecOrigin; pMoveParent->GetRenderBounds( vecMin, vecMax ); VecOrigin = pMoveParent->GetRenderOrigin(); matOrientation = pMoveParent->EntityToWorldTransform();
Vector vecWorldPosition; float u = 0, v = 0, w = 0; int nHitbox = 0; int nNumIters = nNumTrysToGetAPointInsideTheModel; if (! vecDirectionalBias.IsZero( 0.0001 ) ) nNumIters = MAX( nNumIters, 5 );
for( int i=0 ; i < nNumPtsOut; i++) { int nTryCnt = nNumIters; float flBestPointGoodness = -1.0e20; do { float flTryU = pParticles->RandomFloat( flRandMin, flRandMax ); float flTryV = pParticles->RandomFloat( flRandMin, flRandMax ); float flTryW = pParticles->RandomFloat( flRandMin, flRandMax );
Vector vecLocalPosition; vecLocalPosition.x = GetSurfaceCoord( flTryU, vecMin.x, vecMax.x ); vecLocalPosition.y = GetSurfaceCoord( flTryV, vecMin.y, vecMax.y ); vecLocalPosition.z = GetSurfaceCoord( flTryW, vecMin.z, vecMax.z );
Vector vecTryWorldPosition; VectorTransform( vecLocalPosition, matOrientation, vecTryWorldPosition );
float flPointGoodness = pParticles->RandomFloat( 0, 72 ) + DotProduct( vecTryWorldPosition - vecBasePos, vecDirectionalBias );
if ( nNumTrysToGetAPointInsideTheModel ) { // do a point in solid test
Ray_t ray; trace_t tr; ray.Init( vecTryWorldPosition, vecTryWorldPosition ); enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr ); if ( tr.startsolid ) flPointGoodness += 1000.; // got a point inside!
} if ( flPointGoodness > flBestPointGoodness ) { u = flTryU; v = flTryV; w = flTryW; vecWorldPosition = vecTryWorldPosition; nHitbox = 0; flBestPointGoodness = flPointGoodness; } } while ( nTryCnt-- ); *( pPntsOut++ ) = vecWorldPosition; if ( pHitBoxRelativeCoordOut ) ( pHitBoxRelativeCoordOut++ )->Init( u, v, w ); if ( pHitBoxIndexOut ) *( pHitBoxIndexOut++ ) = nHitbox; } }
s_BoneMutex.Unlock(); } #endif
if (! bSucesss ) { // don't have a model or am in editor or something - fill return with control point
for( int i=0 ; i < nNumPtsOut; i++) { pPntsOut[i] = pParticles->ControlPoint( nControlPointNumber ).m_Position; // fallback if anything goes wrong
if ( pHitBoxIndexOut ) pHitBoxIndexOut[i] = 0; if ( pHitBoxRelativeCoordOut ) pHitBoxRelativeCoordOut[i].Init(); } } }
void CParticleSystemQuery::GetClosestControllingObjectHitBox( CParticleCollection *pParticles, int nControlPointNumber, int nNumPtsIn, float flBBoxScale, Vector *pPntsIn, Vector *pHitBoxRelativeCoordOut, int *pHitBoxIndexOut, int nDesiredHitbox, const char *pszHitboxSetName ) { bool bSucesss = false;
#ifndef GAME_DLL
EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->ControlPoint( nControlPointNumber ).m_pObject ); CBaseEntity *pMoveParent = NULL; if ( phMoveParent ) { pMoveParent = *( phMoveParent ); } if ( pMoveParent ) { float flRandMax = flBBoxScale; float flRandMin = 1.0 - flBBoxScale; Vector vecBasePos; pParticles->GetControlPointAtTime( nControlPointNumber, pParticles->m_flCurTime, &vecBasePos );
s_BoneMutex.Lock(); C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating(); if ( pAnimating ) {
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) ) {
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
if ( pStudioHdr ) { // Try to get the desired set first, otherwise use their current set
int nEffectsHitboxSet = FindHitboxSetByName( pAnimating->GetModelPtr(), pszHitboxSetName ); mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( nEffectsHitboxSet != -1 ? nEffectsHitboxSet : pAnimating->GetHitboxSet() );
if ( set ) { bSucesss = true;
Vector vecWorldPosition; float u = 0, v = 0, w = 0; int nHitbox = 0;
int nHitboxMin = 0; int nHitboxMax = set->numhitboxes - 1; if ( nDesiredHitbox >= 0 ) { nHitboxMin = MIN( set->numhitboxes - 1, nDesiredHitbox ); nHitboxMax = MIN( set->numhitboxes - 1, nDesiredHitbox ); }
for( int i=0 ; i < nNumPtsIn; i++) { float flBestPointGoodness = FLT_MAX; Vector vecCurrentPoint = *( pPntsIn++ ); for ( int j = nHitboxMin; j < nHitboxMax; j++ ) { int nTryHitbox = j; mstudiobbox_t *pBox = set->pHitbox(nTryHitbox);
float flTryU = pParticles->RandomFloat( flRandMin, flRandMax ); float flTryV = pParticles->RandomFloat( flRandMin, flRandMax ); float flTryW = pParticles->RandomFloat( flRandMin, flRandMax );
Vector vecLocalPosition; vecLocalPosition.x = GetSurfaceCoord( flTryU, pBox->bbmin.x*pAnimating->GetModelScale(), pBox->bbmax.x*pAnimating->GetModelScale() ); vecLocalPosition.y = GetSurfaceCoord( flTryV, pBox->bbmin.y*pAnimating->GetModelScale(), pBox->bbmax.y*pAnimating->GetModelScale() ); vecLocalPosition.z = GetSurfaceCoord( flTryW, pBox->bbmin.z*pAnimating->GetModelScale(), pBox->bbmax.z*pAnimating->GetModelScale() );
Vector vecTryWorldPosition;
VectorTransform( vecLocalPosition, *hitboxbones[pBox->bone], vecTryWorldPosition );
Vector vecBoxDistance; VectorTransform( ( ( pBox->bbmin + pBox->bbmax ) / 2 ), *hitboxbones[pBox->bone], vecBoxDistance ); vecBoxDistance -= vecCurrentPoint; float flPointGoodness = vecBoxDistance.Length();
if ( flPointGoodness < flBestPointGoodness ) { u = flTryU; v = flTryV; w = flTryW; nHitbox = nTryHitbox; flBestPointGoodness = flPointGoodness; } } if ( pHitBoxRelativeCoordOut ) ( pHitBoxRelativeCoordOut++ )->Init( u, v, w ); if ( pHitBoxIndexOut ) *( pHitBoxIndexOut++ ) = nHitbox; } } } } } s_BoneMutex.Unlock(); } #endif
if (! bSucesss ) { // don't have a model or am in editor or something - fill return with control point
for( int i=0 ; i < nNumPtsIn; i++) { if ( pHitBoxIndexOut ) pHitBoxIndexOut[i] = 0;
if ( pHitBoxRelativeCoordOut ) pHitBoxRelativeCoordOut[i].Init(); } } }
int CParticleSystemQuery::GetControllingObjectHitBoxInfo( CParticleCollection *pParticles, int nControlPointNumber, int nBufSize, // # of output slots available
ModelHitBoxInfo_t *pHitBoxOutputBuffer, const char *pszHitboxSetName ) { int nRet = 0;
#ifndef GAME_DLL
s_BoneMutex.Lock();
EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->ControlPoint( nControlPointNumber ).m_pObject ); CBaseEntity *pMoveParent = NULL; if ( phMoveParent ) { pMoveParent = *( phMoveParent ); }
if ( pMoveParent ) { C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating(); if ( pAnimating ) { matrix3x4_t *hitboxbones[MAXSTUDIOBONES]; if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) ) { studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() ); if ( pStudioHdr ) { // Try to get the desired set first, otherwise use their current set
int nEffectsHitboxSet = FindHitboxSetByName( pAnimating->GetModelPtr(), pszHitboxSetName ); mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( nEffectsHitboxSet != -1 ? nEffectsHitboxSet : pAnimating->GetHitboxSet() ); if ( set ) { for( int i=0 ; i < set->numhitboxes; i++ ) { mstudiobbox_t *pBox = set->pHitbox( i );
// E3 HACK - check for hitboxes at the origin and ignore those
if ( fabs( (*hitboxbones[pBox->bone])[0][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[1][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[2][3] ) < POINT_AT_ORIGIN_EPSILON ) { continue; }
pHitBoxOutputBuffer[nRet].m_vecBoxMins.x = pBox->bbmin.x; pHitBoxOutputBuffer[nRet].m_vecBoxMins.y = pBox->bbmin.y; pHitBoxOutputBuffer[nRet].m_vecBoxMins.z = pBox->bbmin.z;
pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.x = pBox->bbmax.x; pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.y = pBox->bbmax.y; pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.z = pBox->bbmax.z;
pHitBoxOutputBuffer[nRet].m_Transform = *hitboxbones[pBox->bone];
nRet++;
if ( nRet >= nBufSize ) { break; } } } } } } if ( pMoveParent->IsBrushModel() ) { Vector vecMin; Vector vecMax; matrix3x4_t matOrientation; pMoveParent->GetRenderBounds( vecMin, vecMax ); matOrientation = pMoveParent->EntityToWorldTransform(); pHitBoxOutputBuffer[0].m_vecBoxMins = vecMin; pHitBoxOutputBuffer[0].m_vecBoxMaxes = vecMax; pHitBoxOutputBuffer[0].m_Transform = matOrientation; nRet = 1; } } s_BoneMutex.Unlock(); #endif
return nRet; }
bool CParticleSystemQuery::IsPointInControllingObjectHitBox( CParticleCollection *pParticles, int nControlPointNumber, Vector vecPos, bool bBBoxOnly, const char *pszHitboxSetName ) { bool bSuccess = false; #ifndef GAME_DLL
EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->ControlPoint( nControlPointNumber ).m_pObject ); CBaseEntity *pMoveParent = NULL; if ( phMoveParent ) { pMoveParent = *( phMoveParent ); } if ( pMoveParent ) { s_BoneMutex.Lock(); C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
bool bInBBox = false; Vector vecBBoxMin; Vector vecBBoxMax; Vector vecOrigin;
vecBBoxMin = pMoveParent->CollisionProp()->OBBMins(); vecBBoxMax = pMoveParent->CollisionProp()->OBBMaxs();
Vector vecLocalPos = vecPos;
if ( pMoveParent->CollisionProp()->IsBoundsDefinedInEntitySpace() ) { matrix3x4_t matOrientation; matOrientation = pMoveParent->EntityToWorldTransform(); VectorITransform( vecPos, matOrientation, vecLocalPos ); } if ( IsPointInBox( vecLocalPos, vecBBoxMin, vecBBoxMax ) ) bInBBox = true;
if ( bInBBox && bBBoxOnly ) bSuccess = true; else if ( pAnimating && bInBBox ) { matrix3x4_t *hitboxbones[MAXSTUDIOBONES]; if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) ) {
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
if ( pStudioHdr ) { // Try to get the "effects" set first, otherwise use their current set
int nEffectsHitboxSet = FindHitboxSetByName( pAnimating->GetModelPtr(), pszHitboxSetName ); mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( nEffectsHitboxSet != -1 ? nEffectsHitboxSet : pAnimating->GetHitboxSet() );
if ( set ) { // do a point in solid test
Ray_t ray; trace_t tr; ray.Init( vecPos, vecPos ); enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr ); if ( tr.startsolid ) bSuccess = true; } } } } else if ( pMoveParent->IsBrushModel() && bInBBox ) { // do a point in solid test
Ray_t ray; trace_t tr; ray.Init( vecPos, vecPos ); enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr ); if ( tr.startsolid ) bSuccess = true; }
s_BoneMutex.Unlock(); } #endif
return bSuccess; }
void CParticleSystemQuery::GetControllingObjectOBBox( CParticleCollection *pParticles, int nControlPointNumber, Vector vecMin, Vector vecMax ) { vecMin = vecMax = vec3_origin; #ifndef GAME_DLL
EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->ControlPoint( nControlPointNumber ).m_pObject ); CBaseEntity *pMoveParent = NULL; if ( phMoveParent ) { pMoveParent = *( phMoveParent ); } if ( pMoveParent ) { vecMin = pMoveParent->CollisionProp()->OBBMins(); vecMax = pMoveParent->CollisionProp()->OBBMaxs(); } #endif
}
extern CUtlVector< RayTracingEnvironment * > g_RayTraceEnvironments;
void CParticleSystemQuery::TraceAgainstRayTraceEnv( int envnumber, const FourRays &rays, fltx4 TMin, fltx4 TMax, RayTracingResult *rslt_out, int32 skip_id ) const { #if defined( CLIENT_DLL )
if ( g_RayTraceEnvironments.IsValidIndex( envnumber ) ) { RayTracingEnvironment *RtEnv = g_RayTraceEnvironments.Element( envnumber ); RtEnv->Trace4Rays( rays, TMin, TMax, rslt_out, skip_id ); } #endif
}
struct RayTraceEnvironmentNameRecord_t { const char *m_pszGroupName; int m_nGroupID; };
static RayTraceEnvironmentNameRecord_t s_RtEnvNameMap[]={ { "PRECIPITATION", 0 }, { "PRECIPITATIONBLOCKER", 1 }, };
int CParticleSystemQuery::GetRayTraceEnvironmentFromName( const char *pszRtEnvName ) { for(int i = 0; i < ARRAYSIZE( s_RtEnvNameMap ); i++ ) { if ( ! stricmp( s_RtEnvNameMap[i].m_pszGroupName, pszRtEnvName ) ) return s_RtEnvNameMap[i].m_nGroupID; } return 0; }
struct CollisionGroupNameRecord_t { const char *m_pszGroupName; int m_nGroupID; };
static CollisionGroupNameRecord_t s_NameMap[]={ { "NONE", COLLISION_GROUP_NONE }, { "DEBRIS", COLLISION_GROUP_DEBRIS }, { "INTERACTIVE", COLLISION_GROUP_INTERACTIVE }, { "NPC", COLLISION_GROUP_NPC }, { "ACTOR", COLLISION_GROUP_NPC_ACTOR }, { "PASSABLE", COLLISION_GROUP_PASSABLE_DOOR }, #if defined( TF_CLIENT_DLL )
{ "ROCKETS", TFCOLLISION_GROUP_ROCKETS }, #endif
#if defined( SWARM_DLL )
{ "SENTRYPROJ", ASW_COLLISION_GROUP_SENTRY_PROJECTILE }, #endif
};
int CParticleSystemQuery::GetCollisionGroupFromName( const char *pszCollisionGroupName ) { for(int i = 0; i < ARRAYSIZE( s_NameMap ); i++ ) { if ( ! stricmp( s_NameMap[i].m_pszGroupName, pszCollisionGroupName ) ) return s_NameMap[i].m_nGroupID; } return COLLISION_GROUP_NONE; }
Vector CParticleSystemQuery::GetLocalPlayerPos( void ) { #ifdef CLIENT_DLL
// HACK_GETLOCALPLAYER_GUARD( "CParticleSystemQuery::GetLocalPlayerPos" );
ACTIVE_SPLITSCREEN_PLAYER_GUARD( GET_ACTIVE_SPLITSCREEN_SLOT() ); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return vec3_origin; return pPlayer->WorldSpaceCenter(); #else
CBasePlayer *pPlayer = AI_GetSinglePlayer(); if ( !pPlayer ) return vec3_origin; return pPlayer->WorldSpaceCenter(); #endif
}
void CParticleSystemQuery::GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight, Vector *pUp ) { #ifdef CLIENT_DLL
// HACK_GETLOCALPLAYER_GUARD( "CParticleSystemQuery::GetLocalPlayerPos" );
ACTIVE_SPLITSCREEN_PLAYER_GUARD( GET_ACTIVE_SPLITSCREEN_SLOT() ); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { *pForward = vec3_origin; *pRight = vec3_origin; *pUp = vec3_origin; return; } pPlayer->EyeVectors( pForward, pRight, pUp ); #else
CBasePlayer *pPlayer = AI_GetSinglePlayer(); if ( !pPlayer ) { *pForward = vec3_origin; *pRight = vec3_origin; *pUp = vec3_origin; return; } pPlayer->EyeVectors( pForward, pRight, pUp ); #endif
}
Vector CParticleSystemQuery::GetCurrentViewOrigin() { #ifdef CLIENT_DLL
ACTIVE_SPLITSCREEN_PLAYER_GUARD( GET_ACTIVE_SPLITSCREEN_SLOT() ); return CurrentViewOrigin(); #else
return vec3_origin; #endif
}
float CParticleSystemQuery::GetPixelVisibility( int *pQueryHandle, const Vector &vecOrigin, float flScale ) { #ifdef CLIENT_DLL
ACTIVE_SPLITSCREEN_PLAYER_GUARD( GET_ACTIVE_SPLITSCREEN_SLOT() ); pixelvis_queryparams_t params; params.Init( vecOrigin, flScale, 1.0 ); float flVisibility = PixelVisibility_FractionVisible( params, pQueryHandle ); flVisibility = MAX( 0.0f, flVisibility ); return flVisibility; #else
return 0.0f; #endif
}
void CParticleSystemQuery::DebugDrawLine( const Vector &origin, const Vector &target, int r, int g, int b, bool noDepthTest, float duration ) { debugoverlay->AddLineOverlay( origin, target, r, g, b, noDepthTest, duration ); }
#include "tier3/mdlutils.h"
#ifdef CLIENT_DLL
static void SetBodygroup( studiohdr_t *pstudiohdr, int &body, int iGroup, int iValue ) { if ( !pstudiohdr ) { return; }
if ( iGroup >= pstudiohdr->numbodyparts ) { return; }
mstudiobodyparts_t *pbodypart = pstudiohdr->pBodypart( iGroup );
if ( iValue >= pbodypart->nummodels ) { return; }
int iCurrent = ( body / pbodypart->base ) % pbodypart->nummodels;
body = ( body - ( iCurrent * pbodypart->base ) + ( iValue * pbodypart->base ) ); } #endif
// callback to draw models given abstract ptr
void CParticleSystemQuery::DrawModel( void *pModel, const matrix3x4_t &DrawMatrix, CParticleCollection *pParticles, int nParticleNumber, int nBodyPart, int nSubModel, int nSkin, int nAnimationSequence, float flAnimationRate, float r, float g, float b, float a ) { #ifdef CLIENT_DLL
model_t *pMDL = ( model_t * ) pModel; if ( pMDL ) { MDLHandle_t hStudioHdr = modelinfo->GetCacheHandle( pMDL ); studiohdr_t *pStudioHdr = mdlcache->GetStudioHdr( hStudioHdr );
CMDL MDL; MDL.SetMDL( hStudioHdr );
SetBodygroup( pStudioHdr, MDL.m_nBody, nBodyPart, nSubModel ); MDL.m_Color = Color( r * 255, g * 255, b * 255, a * 255 ); MDL.m_nSkin = nSkin; MDL.m_nSequence = nAnimationSequence; MDL.m_flPlaybackRate = flAnimationRate; MDL.m_flTime = pParticles->m_flCurTime;
if ( pStudioHdr ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); CMatRenderData< matrix3x4_t > rdBoneToWorld( pRenderContext, pStudioHdr->numbones ); MDL.SetUpBones( DrawMatrix, pStudioHdr->numbones, rdBoneToWorld.Base() ); MDL.Draw(DrawMatrix, rdBoneToWorld.Base(), STUDIORENDER_DRAW_NO_SHADOWS ); } else { MDL.Draw(DrawMatrix); }
//debugging
// debugoverlay->AddTextOverlay( origin, 0.1, "p", pMDL );
//Vector myOrigin = Vector( DrawMatrix.m_flMatVal[0][3], DrawMatrix.m_flMatVal[1][3], DrawMatrix.m_flMatVal[2][3] );
//Vector vecFwd, vecRight, vecUp;
//MatrixVectors( pRenderable->m_DrawModelMatrix, &vecFwd, &vecRight, &vecUp );
//debugoverlay->AddLineOverlay( myOrigin, myOrigin + 36 * vecFwd, 255, 0, 0, true, 0.1 );
//debugoverlay->AddLineOverlay( myOrigin, myOrigin + 36 * vecUp, 0, 0, 255, true, 0.1 );
//debugoverlay->AddLineOverlay( myOrigin, myOrigin + 36 * vecRight, 0, 255, 0, true, 0.1 );
} #endif
}
void *CParticleSystemQuery::GetModel( char const *pMdlName ) { #ifdef CLIENT_DLL
// int modelIndex = modelinfo->GetModelIndex( pMdlName );
// const model_t *pModel = modelinfo->GetModel( modOelIndex );
CUtlString ModelName = "models/";
ModelName += pMdlName;
model_t *pModel = (model_t *)engine->LoadModel( ModelName ); //, true );
//pMdlName = "models/weapons/shells/shell_pistol.mdl";
return ( void * )pModel; #else
return NULL; #endif
}
void CParticleSystemQuery::PreSimulate( ) { #if defined( CLIENT_DLL )
for( int i = 0; i < m_ActiveProjectedInfos.Count(); i++ ) { m_ActiveProjectedInfos[ i ]->m_bUsedThisFrame = false; } #endif // #if defined( CLIENT_DLL )
}
void CParticleSystemQuery::PostSimulate( ) { #if defined( CLIENT_DLL )
TProjectedTextureInfo *pInfo = NULL;
while( m_ProjectedInfoAdds.PopItem( &pInfo ) == true ) { m_ActiveProjectedInfos.AddToTail( pInfo ); }
for( int i = 0; i < m_ActiveProjectedInfos.Count(); i++ ) { if ( m_ActiveProjectedInfos[ i ]->m_bUsedThisFrame == false ) { delete m_ActiveProjectedInfos[ i ]->m_pEntity; m_ActiveProjectedInfos.Remove( i ); i--; continue; } if ( m_ActiveProjectedInfos[ i ]->m_pEntity == NULL ) { m_ActiveProjectedInfos[ i ]->m_pEntity = C_EnvProjectedTexture::Create(); }
m_ActiveProjectedInfos[ i ]->m_pEntity->SetAbsOrigin( m_ActiveProjectedInfos[ i ]->m_vOrigin ); m_ActiveProjectedInfos[ i ]->m_pEntity->SetMaterial( m_ActiveProjectedInfos[ i ]->m_pMaterial ); m_ActiveProjectedInfos[ i ]->m_pEntity->SetLightColor( m_ActiveProjectedInfos[ i ]->m_r * 255, m_ActiveProjectedInfos[ i ]->m_g * 255, m_ActiveProjectedInfos[ i ]->m_b * 255, m_ActiveProjectedInfos[ i ]->m_a * 255 ); m_ActiveProjectedInfos[ i ]->m_pEntity->SetSize( m_ActiveProjectedInfos[ i ]->m_flSize ); m_ActiveProjectedInfos[ i ]->m_pEntity->SetRotation( m_ActiveProjectedInfos[ i ]->m_flRotation ); } #endif // #if defined( CLIENT_DLL )
}
void CParticleSystemQuery::UpdateProjectedTexture( const int nParticleID, IMaterial *pMaterial, Vector &vOrigin, float flRadius, float flRotation, float r, float g, float b, float a, void *&pUserVar ) { #if defined( CLIENT_DLL )
TProjectedTextureInfo *pInfo = reinterpret_cast< TProjectedTextureInfo * >( pUserVar ); if ( pInfo == NULL ) { pUserVar = pInfo = new TProjectedTextureInfo; memset( pInfo, 0, sizeof( *pInfo ) ); m_ProjectedInfoAdds.PushItem( pInfo ); }
pInfo->m_nParticleID = nParticleID; pInfo->m_pMaterial = pMaterial; pInfo->m_vOrigin = vOrigin; pInfo->m_flSize = flRadius; pInfo->m_flRotation = flRotation; pInfo->m_r = r; pInfo->m_g = g; pInfo->m_b = b; pInfo->m_a = a; pInfo->m_bUsedThisFrame = true;
// ClientEntityList().AddNonNetworkableEntity( this );
#endif // #if defined( CLIENT_DLL )
}
int CParticleSystemQuery::GetActivityCount() { return 0; } const char* CParticleSystemQuery::GetActivityNameFromIndex( int nActivityIndex ) { return 0; }
int CParticleSystemQuery::GetActivityNumber( void *pModel, const char *m_pszActivityName ) { model_t *pMDL = ( model_t * ) pModel;
if ( pMDL ) { studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pMDL );
if ( !pStudioHdr ) return -1;
CStudioHdr studioHdr( pStudioHdr, mdlcache );
int nActivityNum = LookupActivity( &studioHdr, m_pszActivityName );
return SelectWeightedSequence( &studioHdr, nActivityNum ); }
return -1; }
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