Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "c_entityfreezing.h"
#include "studio.h"
#include "bone_setup.h"
#include "c_surfacerender.h"
#include "engine/ivdebugoverlay.h"
#include "dt_utlvector_recv.h"
#include "debugoverlay_shared.h"
#include "animation.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar cl_blobulator_freezing_max_metaball_radius( "cl_blobulator_freezing_max_metaball_radius",
#ifdef INFESTED_DLL
"25.0", // Don't need as much precision in Alien swarm because everything is zoomed out
#else
"12.0",
#endif
FCVAR_NONE, "Setting this can create more complex surfaces on large hitboxes at the cost of performance.", true, 12.0f, true, 100.0f );
//PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheEffectFreezing )
// PRECACHE( MATERIAL,"effects/tesla_glow_noz" )
// PRECACHE( MATERIAL,"effects/spark" )
// PRECACHE( MATERIAL,"effects/combinemuzzle2" )
//PRECACHE_REGISTER_END()
//-----------------------------------------------------------------------------
// Networking
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_DT( C_EntityFreezing, DT_EntityFreezing, CEntityFreezing )
RecvPropVector( RECVINFO(m_vFreezingOrigin) ),
RecvPropArray3( RECVINFO_ARRAY(m_flFrozenPerHitbox), RecvPropFloat( RECVINFO( m_flFrozenPerHitbox[0] ) ) ),
RecvPropFloat( RECVINFO(m_flFrozen) ),
RecvPropBool( RECVINFO(m_bFinishFreezing) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_EntityFreezing::GetRenderBounds( Vector& theMins, Vector& theMaxs )
{
if ( GetMoveParent() )
{
GetMoveParent()->GetRenderBounds( theMins, theMaxs );
}
else
{
theMins = GetAbsOrigin();
theMaxs = theMaxs;
}
}
//-----------------------------------------------------------------------------
// Yes we bloody are
//-----------------------------------------------------------------------------
RenderableTranslucencyType_t C_EntityFreezing::ComputeTranslucencyType( )
{
return RENDERABLE_IS_TRANSLUCENT;
}
//-----------------------------------------------------------------------------
// On data changed
//-----------------------------------------------------------------------------
void C_EntityFreezing::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_EntityFreezing::ClientThink( void )
{
#ifdef _PS3
__nop();
#elif defined(LINUX)
#elif defined( __clang__ )
asm("nop");
#elif defined( _WIN32 ) && !defined( WIN64 )
__asm nop;
#endif
//C_BaseAnimating *pAnimating = GetMoveParent() ? GetMoveParent()->GetBaseAnimating() : NULL;
//if (!pAnimating)
// return;
//color32 color = pAnimating->GetRenderColor();
//color.r = color.g = ( 1.0f - m_flFrozen ) * 255.0f;
//// Setup the entity fade
//pAnimating->SetRenderMode( kRenderTransColor );
//pAnimating->SetRenderColor( color.r, color.g, color.b, color.a );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flags -
// Output : int
//-----------------------------------------------------------------------------
int C_EntityFreezing::DrawModel( int flags, const RenderableInstance_t &instance )
{
#ifdef USE_BLOBULATOR
// See if we should draw
if ( m_bReadyToDraw == false )
return 0;
// The parent needs to be a base animating
C_BaseAnimating *pAnimating = GetMoveParent() ? GetMoveParent()->GetBaseAnimating() : NULL;
if ( pAnimating == NULL )
return 0;
// Make sure we have hitboxes
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) == false )
return 0;
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
if ( pStudioHdr == NULL )
return 0;
int nEffectsHitboxSet = FindHitboxSetByName( pAnimating->GetModelPtr(), "effects" );
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( nEffectsHitboxSet != -1 ? nEffectsHitboxSet : pAnimating->GetHitboxSet() );
if ( !set )
return 0;
// FIXME: No idea how many particles we'll need, so let's start with 1000
g_SurfaceRenderParticles.SetCount( 1000 );
int iNumParticles = 0;
for ( int i = 0; i < set->numhitboxes; ++i )
{
mstudiobbox_t *pBox = set->pHitbox(i);
matrix3x4_t matBone = *hitboxbones[ pBox->bone ];
Vector vecHorizontal = pBox->bbmax - pBox->bbmin;
// Get the particle radius
float flShortestAxis = MIN( MIN( vecHorizontal.x, vecHorizontal.y ), vecHorizontal.z );
float flDiameter = clamp( flShortestAxis, 1.0f, cl_blobulator_freezing_max_metaball_radius.GetFloat() );
float flRadius = flDiameter * 0.5f;
float flVarience = flRadius * 0.25f;
float flRadiusIsoSurface = flRadius / 12.0f;
// Get the hitbox data
EntityFreezingHitboxBlobData_t *pHitboxBlobData = NULL;
if ( m_HitboxBlobData.Count() <= i )
{
// We don't have data for this hitbox yet, so build need relative point positions that are along its faces
int nNewHitboxBlobData = m_HitboxBlobData.AddToTail();
pHitboxBlobData = &(m_HitboxBlobData[ nNewHitboxBlobData ]);
// Start in the min corner
Vector vecStartPoint = pBox->bbmin + ReplicateToVector( flRadius * 0.5f );
Vector vecEndPoint = pBox->bbmax - ReplicateToVector( flRadius * 0.5f );
Vector vecPoint;
bool bEdgeX = true;
vecPoint.x = vecStartPoint.x;
// Loop across each axis
while ( vecPoint.x <= vecEndPoint.x )
{
bool bEdgeY = true;
vecPoint.y = vecStartPoint.y;
while ( vecPoint.y <= vecEndPoint.y )
{
bool bEdgeZ = true;
vecPoint.z = vecStartPoint.z;
while ( vecPoint.z <= vecEndPoint.z )
{
// Only add particles not in the middle of the box
if ( bEdgeX || bEdgeY || bEdgeZ )
{
int nNewPoint = pHitboxBlobData->m_vPoints.AddToTail();
pHitboxBlobData->m_vPoints[ nNewPoint ] = vecPoint + RandomVector( -flVarience, flVarience );
}
// Make sure the final particles don't stick out past the edge
bEdgeZ = ( vecPoint.z < vecEndPoint.z && ( ( !bEdgeX && !bEdgeY ) || vecPoint.z + flRadius >= vecEndPoint.z ) );
if ( bEdgeZ )
{
vecPoint.z = vecEndPoint.z;
}
else
{
vecPoint.z += flRadius;
}
}
// Make sure the final particles don't stick out past the edge
bEdgeY = ( vecPoint.y < vecEndPoint.y && vecPoint.y + flRadius >= vecEndPoint.y );
if ( bEdgeY )
{
vecPoint.y = vecEndPoint.y;
}
else
{
vecPoint.y += flRadius;
}
}
// Make sure the final particles don't stick out past the edge
bEdgeX = ( vecPoint.x < vecEndPoint.x && vecPoint.x + flRadius >= vecEndPoint.x );
if ( bEdgeX )
{
vecPoint.x = vecEndPoint.x;
}
else
{
vecPoint.x += flRadius;
}
}
}
else
{
pHitboxBlobData = &(m_HitboxBlobData[ i ]);
}
// Decide which of the hitbox points to draw based on how frozen the hitbox is and transform them into worldspace
for ( int nPoint = 0; nPoint < pHitboxBlobData->m_vPoints.Count() && iNumParticles < 1000; ++nPoint )
{
// Fast out if the min Z surrounding this hitbox is above the cut off height
Vector vecBoxAbsMins, vecBoxAbsMaxs;
TransformAABB( matBone, pBox->bbmin, pBox->bbmax, vecBoxAbsMins, vecBoxAbsMaxs );
if ( m_bFinishFreezing )
{
m_flFrozenPerHitbox[ i ] = MIN( 1.0f, m_flFrozenPerHitbox[ i ] + gpGlobals->frametime * 0.75f );
}
if ( m_flFrozenPerHitbox[ i ] <= 0.0f )
{
// No particles will be below the freezing line, skip this hitbox
continue;
}
float fCutOffHeight = vecBoxAbsMins.z + ( vecBoxAbsMaxs.z - vecBoxAbsMins.z ) * m_flFrozenPerHitbox[ i ];
// Get the point in worldspace
Vector vecTransformedPoint;
VectorTransform( pHitboxBlobData->m_vPoints[ nPoint ], matBone, vecTransformedPoint );
// Only add particles below this height and if it's not in the middle of the box
if ( vecTransformedPoint.z < fCutOffHeight )
{
ImpParticleWithOneInterpolant* imp_particle = &(g_SurfaceRenderParticles[ iNumParticles ]);
imp_particle->center = vecTransformedPoint;
imp_particle->setFieldScale( flRadiusIsoSurface );
imp_particle->interpolants1.set( 1.0f, 1.0f, 1.0f );
imp_particle->interpolants1[ 3 ] = 0.0f;
++iNumParticles;
}
}
}
g_SurfaceRenderParticles.SetCountNonDestructively( iNumParticles );
// Set up lighting
modelrender->SetupLighting( GetRenderOrigin() );
Surface_Draw( GetClientRenderable(), GetRenderOrigin(), materials->FindMaterial( "models/weapons/w_icegun/ice_surface", TEXTURE_GROUP_OTHER, true ), 6.5f );
#endif
return 1;
}