Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef RAGDOLL_SHARED_H
#define RAGDOLL_SHARED_H
#ifdef _WIN32
#pragma once
#endif
class IPhysicsObject;
class IPhysicsConstraint;
class IPhysicsConstraintGroup;
class IPhysicsCollision;
class IPhysicsEnvironment;
class IPhysicsSurfaceProps;
struct matrix3x4_t;
struct vcollide_t;
struct studiohdr_t;
class CStudioHdr;
class CBoneAccessor;
#include "mathlib/vector.h"
#include "bone_accessor.h"
#include "vcollide_parse.h"
// UNDONE: Remove and make dynamic?
#define RAGDOLL_MAX_ELEMENTS 24
#define RAGDOLL_INDEX_BITS 5 // NOTE 1<<RAGDOLL_INDEX_BITS >= RAGDOLL_MAX_ELEMENTS
#define CORE_DISSOLVE_FADE_START 0.2f
#define CORE_DISSOLVE_MODEL_FADE_START 0.1f
#define CORE_DISSOLVE_MODEL_FADE_LENGTH 0.05f
#define CORE_DISSOLVE_FADEIN_LENGTH 0.1f
struct ragdollelement_t
{
Vector originParentSpace;
IPhysicsObject *pObject; // all valid elements have an object
IPhysicsConstraint *pConstraint; // all valid elements have a constraint (except the root)
int parentIndex;
};
struct ragdoll_t
{
int listCount;
bool allowStretch;
bool unused;
IPhysicsConstraintGroup *pGroup;
// store these in separate arrays for save/load
ragdollelement_t list[RAGDOLL_MAX_ELEMENTS];
int boneIndex[RAGDOLL_MAX_ELEMENTS];
ragdollanimatedfriction_t animfriction;
};
struct ragdollparams_t
{
void *pGameData;
vcollide_t *pCollide;
CStudioHdr *pStudioHdr;
int modelIndex;
Vector forcePosition;
Vector forceVector;
int forceBoneIndex;
const matrix3x4_t *pCurrentBones;
float jointFrictionScale;
bool allowStretch;
bool fixedConstraints;
};
class CRagdollEntry
{
public:
CRagdollEntry( CBaseAnimating *pRagdoll, float flForcedRetireTime ) : m_hRagdoll( pRagdoll ), m_flForcedRetireTime( flForcedRetireTime )
{
}
CBaseAnimating* Get() { return m_hRagdoll.Get(); }
float GetForcedRetireTime() { return m_flForcedRetireTime; }
private:
CHandle<CBaseAnimating> m_hRagdoll;
float m_flForcedRetireTime;
};
//-----------------------------------------------------------------------------
// This hooks the main game systems callbacks to allow the AI system to manage memory
//-----------------------------------------------------------------------------
class CRagdollLRURetirement : public CAutoGameSystemPerFrame
{
public:
CRagdollLRURetirement( char const *name ) : CAutoGameSystemPerFrame( name )
{
}
// Methods of IGameSystem
virtual void Update( float frametime );
virtual void FrameUpdatePostEntityThink( void );
// Move it to the top of the LRU
void MoveToTopOfLRU( CBaseAnimating *pRagdoll, bool bImportant = false, float flForcedRetireTime = 0.0f );
void SetMaxRagdollCount( int iMaxCount ){ m_iMaxRagdolls = iMaxCount; }
virtual void LevelInitPreEntity( void );
int CountRagdolls( bool bOnlySimulatingRagdolls ) { return bOnlySimulatingRagdolls ? m_iSimulatedRagdollCount : m_iRagdollCount; }
private:
typedef CHandle<CBaseAnimating> CRagdollHandle;
CUtlLinkedList< CRagdollEntry > m_LRU;
CUtlLinkedList< CRagdollEntry > m_LRUImportantRagdolls;
int m_iMaxRagdolls;
int m_iSimulatedRagdollCount;
int m_iRagdollCount;
};
extern CRagdollLRURetirement s_RagdollLRU;
// Manages ragdolls fading for the low violence versions
class CRagdollLowViolenceManager
{
public:
CRagdollLowViolenceManager(){ m_bLowViolence = false; }
// Turn the low violence ragdoll stuff off if we're in the HL2 Citadel maps because
// the player has the super gravity gun and fading ragdolls will break things.
void SetLowViolence( const char *pMapName );
bool IsLowViolence( void ){ return m_bLowViolence; }
private:
bool m_bLowViolence;
};
extern CRagdollLowViolenceManager g_RagdollLVManager;
bool RagdollCreate( ragdoll_t &ragdoll, const ragdollparams_t &params, IPhysicsEnvironment *pPhysEnv );
void RagdollActivate( ragdoll_t &ragdoll, vcollide_t *pCollide, int modelIndex, bool bForceWake = true );
void RagdollSetupCollisions( ragdoll_t &ragdoll, vcollide_t *pCollide, int modelIndex );
void RagdollDestroy( ragdoll_t &ragdoll );
// Gets the bone matrix for a ragdoll object
// NOTE: This is different than the object's position because it is
// forced to be rigidly attached in parent space
bool RagdollGetBoneMatrix( const ragdoll_t &ragdoll, CBoneAccessor &pBoneToWorld, int objectIndex );
// Parse the ragdoll and obtain the mapping from each physics element index to a bone index
// returns num phys elements
int RagdollExtractBoneIndices( int *boneIndexOut, CStudioHdr *pStudioHdr, vcollide_t *pCollide );
// computes an exact bbox of the ragdoll's physics objects
void RagdollComputeExactBbox( const ragdoll_t &ragdoll, const Vector &origin, Vector &outMins, Vector &outMaxs );
void RagdollComputeApproximateBbox( const ragdoll_t &ragdoll, const Vector &origin, Vector &outMins, Vector &outMaxs );
bool RagdollIsAsleep( const ragdoll_t &ragdoll );
void RagdollSetupAnimatedFriction( IPhysicsEnvironment *pPhysEnv, ragdoll_t *ragdoll, int iModelIndex );
void RagdollApplyAnimationAsVelocity( ragdoll_t &ragdoll, const matrix3x4_t *pBoneToWorld );
void RagdollApplyAnimationAsVelocity( ragdoll_t &ragdoll, const matrix3x4_t *pPrevBones, const matrix3x4_t *pCurrentBones, float dt );
void RagdollSolveSeparation( ragdoll_t &ragdoll, CBaseEntity *pEntity );
#endif // RAGDOLL_SHARED_H