|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "baseanimating.h"
#include "studio.h"
#include "physics.h"
#include "physics_saverestore.h"
#include "ai_basenpc.h"
#include "vphysics/constraints.h"
#include "datacache/imdlcache.h"
#include "bone_setup.h"
#include "physics_prop_ragdoll.h"
#include "KeyValues.h"
#include "props.h"
#include "RagdollBoogie.h"
#include "AI_Criteria.h"
#include "ragdoll_shared.h"
#include "hierarchy.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
const char *GetMassEquivalent(float flMass);
#define RAGDOLL_VISUALIZE 0
//-----------------------------------------------------------------------------
// ThinkContext
//-----------------------------------------------------------------------------
const char *s_pFadeOutContext = "RagdollFadeOutContext"; const char *s_pDebrisContext = "DebrisContext";
const float ATTACHED_DAMPING_SCALE = 50.0f;
//-----------------------------------------------------------------------------
// Spawnflags
//-----------------------------------------------------------------------------
#define SF_RAGDOLLPROP_DEBRIS 0x0004
#define SF_RAGDOLLPROP_USE_LRU_RETIREMENT 0x1000
#define SF_RAGDOLLPROP_ALLOW_DISSOLVE 0x2000 // Allow this prop to be dissolved
#define SF_RAGDOLLPROP_MOTIONDISABLED 0x4000
#define SF_RAGDOLLPROP_ALLOW_STRETCH 0x8000
#define SF_RAGDOLLPROP_STARTASLEEP 0x10000
//-----------------------------------------------------------------------------
// Networking
//-----------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( physics_prop_ragdoll, CRagdollProp ); LINK_ENTITY_TO_CLASS( prop_ragdoll, CRagdollProp ); EXTERN_SEND_TABLE(DT_Ragdoll)
IMPLEMENT_SERVERCLASS_ST(CRagdollProp, DT_Ragdoll) SendPropArray (SendPropQAngles(SENDINFO_ARRAY(m_ragAngles), 13, 0 ), m_ragAngles), SendPropArray (SendPropVector(SENDINFO_ARRAY(m_ragPos), -1, SPROP_COORD ), m_ragPos), SendPropEHandle(SENDINFO( m_hUnragdoll ) ), SendPropFloat(SENDINFO(m_flBlendWeight), 8, SPROP_ROUNDDOWN, 0.0f, 1.0f ), SendPropInt(SENDINFO(m_nOverlaySequence), 11), END_SEND_TABLE()
#define DEFINE_RAGDOLL_ELEMENT( i ) \
DEFINE_FIELD( m_ragdoll.list[i].originParentSpace, FIELD_VECTOR ), \ DEFINE_PHYSPTR( m_ragdoll.list[i].pObject ), \ DEFINE_PHYSPTR( m_ragdoll.list[i].pConstraint ), \ DEFINE_FIELD( m_ragdoll.list[i].parentIndex, FIELD_INTEGER )
BEGIN_DATADESC(CRagdollProp) // m_ragdoll (custom handling)
DEFINE_AUTO_ARRAY ( m_ragdoll.boneIndex, FIELD_INTEGER ), DEFINE_AUTO_ARRAY ( m_ragPos, FIELD_POSITION_VECTOR ), DEFINE_AUTO_ARRAY ( m_ragAngles, FIELD_VECTOR ), DEFINE_KEYFIELD(m_anglesOverrideString, FIELD_STRING, "angleOverride" ), DEFINE_FIELD( m_lastUpdateTickCount, FIELD_INTEGER ), DEFINE_FIELD( m_allAsleep, FIELD_BOOLEAN ), DEFINE_FIELD( m_hDamageEntity, FIELD_EHANDLE ), DEFINE_FIELD( m_hKiller, FIELD_EHANDLE ),
DEFINE_KEYFIELD( m_bStartDisabled, FIELD_BOOLEAN, "StartDisabled" ),
DEFINE_INPUTFUNC( FIELD_VOID, "StartRagdollBoogie", InputStartRadgollBoogie ), DEFINE_INPUTFUNC( FIELD_VOID, "EnableMotion", InputEnableMotion ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableMotion", InputDisableMotion ), DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputTurnOff ), DEFINE_INPUTFUNC( FIELD_FLOAT, "FadeAndRemove", InputFadeAndRemove ),
DEFINE_FIELD( m_hUnragdoll, FIELD_EHANDLE ), DEFINE_FIELD( m_bFirstCollisionAfterLaunch, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flBlendWeight, FIELD_FLOAT ), DEFINE_FIELD( m_nOverlaySequence, FIELD_INTEGER ), DEFINE_AUTO_ARRAY( m_ragdollMins, FIELD_VECTOR ), DEFINE_AUTO_ARRAY( m_ragdollMaxs, FIELD_VECTOR ),
// Physics Influence
DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ), DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ), DEFINE_FIELD( m_flFadeOutStartTime, FIELD_TIME ), DEFINE_FIELD( m_flFadeTime, FIELD_FLOAT), DEFINE_FIELD( m_strSourceClassName, FIELD_STRING ), DEFINE_FIELD( m_bHasBeenPhysgunned, FIELD_BOOLEAN ),
// think functions
DEFINE_THINKFUNC( SetDebrisThink ), DEFINE_THINKFUNC( ClearFlagsThink ), DEFINE_THINKFUNC( FadeOutThink ),
DEFINE_FIELD( m_ragdoll.listCount, FIELD_INTEGER ), DEFINE_FIELD( m_ragdoll.allowStretch, FIELD_BOOLEAN ), DEFINE_PHYSPTR( m_ragdoll.pGroup ), DEFINE_FIELD( m_flDefaultFadeScale, FIELD_FLOAT ),
//DEFINE_RAGDOLL_ELEMENT( 0 ),
DEFINE_RAGDOLL_ELEMENT( 1 ), DEFINE_RAGDOLL_ELEMENT( 2 ), DEFINE_RAGDOLL_ELEMENT( 3 ), DEFINE_RAGDOLL_ELEMENT( 4 ), DEFINE_RAGDOLL_ELEMENT( 5 ), DEFINE_RAGDOLL_ELEMENT( 6 ), DEFINE_RAGDOLL_ELEMENT( 7 ), DEFINE_RAGDOLL_ELEMENT( 8 ), DEFINE_RAGDOLL_ELEMENT( 9 ), DEFINE_RAGDOLL_ELEMENT( 10 ), DEFINE_RAGDOLL_ELEMENT( 11 ), DEFINE_RAGDOLL_ELEMENT( 12 ), DEFINE_RAGDOLL_ELEMENT( 13 ), DEFINE_RAGDOLL_ELEMENT( 14 ), DEFINE_RAGDOLL_ELEMENT( 15 ), DEFINE_RAGDOLL_ELEMENT( 16 ), DEFINE_RAGDOLL_ELEMENT( 17 ), DEFINE_RAGDOLL_ELEMENT( 18 ), DEFINE_RAGDOLL_ELEMENT( 19 ), DEFINE_RAGDOLL_ELEMENT( 20 ), DEFINE_RAGDOLL_ELEMENT( 21 ), DEFINE_RAGDOLL_ELEMENT( 22 ), DEFINE_RAGDOLL_ELEMENT( 23 ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Disable auto fading under dx7 or when level fades are specified
//-----------------------------------------------------------------------------
void CRagdollProp::DisableAutoFade() { m_flFadeScale = 0; m_flDefaultFadeScale = 0; }
void CRagdollProp::Spawn( void ) { // Starts out as the default fade scale value
m_flDefaultFadeScale = m_flFadeScale;
// NOTE: If this fires, then the assert or the datadesc is wrong! (see DEFINE_RAGDOLL_ELEMENT above)
Assert( RAGDOLL_MAX_ELEMENTS == 24 ); Precache(); SetModel( STRING( GetModelName() ) );
CStudioHdr *pStudioHdr = GetModelPtr( ); if ( pStudioHdr->flags() & STUDIOHDR_FLAGS_NO_FORCED_FADE ) { DisableAutoFade(); } else { m_flFadeScale = m_flDefaultFadeScale; }
matrix3x4_t pBoneToWorld[MAXSTUDIOBONES]; BaseClass::SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING ); // FIXME: shouldn't this be a subset of the bones
// this is useless info after the initial conditions are set
SetAbsAngles( vec3_angle ); int collisionGroup = (m_spawnflags & SF_RAGDOLLPROP_DEBRIS) ? COLLISION_GROUP_DEBRIS : COLLISION_GROUP_NONE; bool bWake = (m_spawnflags & SF_RAGDOLLPROP_STARTASLEEP) ? false : true; InitRagdoll( vec3_origin, 0, vec3_origin, pBoneToWorld, pBoneToWorld, 0, collisionGroup, true, bWake ); m_lastUpdateTickCount = 0; m_flBlendWeight = 0.0f; m_nOverlaySequence = -1;
// Unless specified, do not allow this to be dissolved
if ( HasSpawnFlags( SF_RAGDOLLPROP_ALLOW_DISSOLVE ) == false ) { AddEFlags( EFL_NO_DISSOLVE ); }
if ( HasSpawnFlags(SF_RAGDOLLPROP_MOTIONDISABLED) ) { DisableMotion(); }
if( m_bStartDisabled ) { AddEffects( EF_NODRAW ); } }
void CRagdollProp::SetSourceClassName( const char *pClassname ) { m_strSourceClassName = MAKE_STRING( pClassname ); }
void CRagdollProp::OnSave( IEntitySaveUtils *pUtils ) { if ( !m_ragdoll.listCount ) return;
// Don't save ragdoll element 0, base class saves the pointer in
// m_pPhysicsObject
Assert( m_ragdoll.list[0].parentIndex == -1 ); Assert( m_ragdoll.list[0].pConstraint == NULL ); Assert( m_ragdoll.list[0].originParentSpace == vec3_origin ); Assert( m_ragdoll.list[0].pObject != NULL ); VPhysicsSetObject( NULL ); // squelch a warning message
VPhysicsSetObject( m_ragdoll.list[0].pObject ); // make sure object zero is saved by CBaseEntity
BaseClass::OnSave( pUtils ); }
void CRagdollProp::OnRestore() { // rebuild element 0 since it isn't saved
// NOTE: This breaks the rules - the pointer needs to get fixed in Restore()
m_ragdoll.list[0].pObject = VPhysicsGetObject(); m_ragdoll.list[0].parentIndex = -1; m_ragdoll.list[0].originParentSpace.Init();
BaseClass::OnRestore(); if ( !m_ragdoll.listCount ) return;
// JAY: Reset collision relationships
RagdollSetupCollisions( m_ragdoll, modelinfo->GetVCollide( GetModelIndex() ), GetModelIndex() ); VPhysicsUpdate( VPhysicsGetObject() ); }
void CRagdollProp::CalcRagdollSize( void ) { CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); CollisionProp()->RemoveSolidFlags( FSOLID_FORCE_WORLD_ALIGNED ); }
void CRagdollProp::UpdateOnRemove( void ) { for ( int i = 0; i < m_ragdoll.listCount; i++ ) { if ( m_ragdoll.list[i].pObject ) { g_pPhysSaveRestoreManager->ForgetModel( m_ragdoll.list[i].pObject ); } }
// Set to null so that the destructor's call to DestroyObject won't destroy
// m_pObjects[ 0 ] twice since that's the physics object for the prop
VPhysicsSetObject( NULL );
RagdollDestroy( m_ragdoll ); // Chain to base after doing our own cleanup to mimic
// destructor unwind order
BaseClass::UpdateOnRemove(); }
CRagdollProp::CRagdollProp( void ) { m_strSourceClassName = NULL_STRING; m_anglesOverrideString = NULL_STRING; m_ragdoll.listCount = 0; Assert( (1<<RAGDOLL_INDEX_BITS) >=RAGDOLL_MAX_ELEMENTS ); m_allAsleep = false; m_flFadeScale = 1; m_flDefaultFadeScale = 1; }
CRagdollProp::~CRagdollProp( void ) { }
void CRagdollProp::Precache( void ) { PrecacheModel( STRING( GetModelName() ) ); BaseClass::Precache(); }
int CRagdollProp::ObjectCaps() { return BaseClass::ObjectCaps() | FCAP_WCEDIT_POSITION; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRagdollProp::InitRagdollAnimation() { m_flAnimTime = gpGlobals->curtime; m_flPlaybackRate = 0.0; SetCycle( 0 ); // put into ACT_DIERAGDOLL if it exists, otherwise use sequence 0
int nSequence = SelectWeightedSequence( ACT_DIERAGDOLL ); if ( nSequence < 0 ) { ResetSequence( 0 ); } else { ResetSequence( nSequence ); } }
//-----------------------------------------------------------------------------
// Response system stuff
//-----------------------------------------------------------------------------
IResponseSystem *CRagdollProp::GetResponseSystem() { extern IResponseSystem *g_pResponseSystem;
// Just use the general NPC response system; we often come from NPCs after all
return g_pResponseSystem; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRagdollProp::ModifyOrAppendCriteria( AI_CriteriaSet& set ) { BaseClass::ModifyOrAppendCriteria( set );
if ( m_strSourceClassName != NULL_STRING ) { set.RemoveCriteria( "classname" ); set.AppendCriteria( "classname", STRING(m_strSourceClassName) ); set.AppendCriteria( "ragdoll", "1" ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRagdollProp::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) { m_hPhysicsAttacker = pPhysGunUser; m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
// Clear out the classname if we've been physgunned before
// so that the screams, etc. don't happen. Simulate that the first
// major punt or throw has been enough to kill him.
if ( m_bHasBeenPhysgunned ) { m_strSourceClassName = NULL_STRING; } m_bHasBeenPhysgunned = true;
if( HasPhysgunInteraction( "onpickup", "boogie" ) ) { if ( reason == PUNTED_BY_CANNON ) { CRagdollBoogie::Create( this, 150, gpGlobals->curtime, 3.0f, SF_RAGDOLL_BOOGIE_ELECTRICAL ); } else { CRagdollBoogie::Create( this, 150, gpGlobals->curtime, 2.0f, 0.0f ); } }
if ( HasSpawnFlags( SF_RAGDOLLPROP_USE_LRU_RETIREMENT ) ) { s_RagdollLRU.MoveToTopOfLRU( this ); }
if ( !HasSpawnFlags( SF_PHYSPROP_ENABLE_ON_PHYSCANNON ) ) return;
ragdoll_t *pRagdollPhys = GetRagdoll( ); for ( int j = 0; j < pRagdollPhys->listCount; ++j ) { pRagdollPhys->list[j].pObject->Wake(); pRagdollPhys->list[j].pObject->EnableMotion( true ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRagdollProp::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) { CDefaultPlayerPickupVPhysics::OnPhysGunDrop( pPhysGunUser, Reason ); m_hPhysicsAttacker = pPhysGunUser; m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
if( HasPhysgunInteraction( "onpickup", "boogie" ) ) { CRagdollBoogie::Create( this, 150, gpGlobals->curtime, 3.0f, SF_RAGDOLL_BOOGIE_ELECTRICAL ); }
if ( HasSpawnFlags( SF_RAGDOLLPROP_USE_LRU_RETIREMENT ) ) { s_RagdollLRU.MoveToTopOfLRU( this ); }
// Make sure it's interactive debris for at most 5 seconds
if ( GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS ) { SetContextThink( &CRagdollProp::SetDebrisThink, gpGlobals->curtime + 5, s_pDebrisContext ); }
if ( Reason != LAUNCHED_BY_CANNON ) return;
if( HasPhysgunInteraction( "onlaunch", "spin_zaxis" ) ) { Vector vecAverageCenter( 0, 0, 0 );
// Get the average position, apply forces to produce a spin
int j; ragdoll_t *pRagdollPhys = GetRagdoll( ); for ( j = 0; j < pRagdollPhys->listCount; ++j ) { Vector vecCenter; pRagdollPhys->list[j].pObject->GetPosition( &vecCenter, NULL ); vecAverageCenter += vecCenter; }
vecAverageCenter /= pRagdollPhys->listCount;
Vector vecZAxis( 0, 0, 1 ); for ( j = 0; j < pRagdollPhys->listCount; ++j ) { Vector vecDelta; pRagdollPhys->list[j].pObject->GetPosition( &vecDelta, NULL ); vecDelta -= vecAverageCenter;
Vector vecDir; CrossProduct( vecZAxis, vecDelta, vecDir ); vecDir *= 100; pRagdollPhys->list[j].pObject->AddVelocity( &vecDir, NULL ); } }
PhysSetGameFlags( VPhysicsGetObject(), FVPHYSICS_WAS_THROWN ); m_bFirstCollisionAfterLaunch = true; }
//-----------------------------------------------------------------------------
// Physics attacker
//-----------------------------------------------------------------------------
CBasePlayer *CRagdollProp::HasPhysicsAttacker( float dt ) { if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime) { return m_hPhysicsAttacker; } return NULL; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRagdollProp::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) { BaseClass::VPhysicsCollision( index, pEvent );
CBaseEntity *pHitEntity = pEvent->pEntities[!index]; if ( pHitEntity == this ) return;
// Don't take physics damage from whoever's holding him with the physcannon.
if ( VPhysicsGetObject() && (VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) ) { if ( pHitEntity && (pHitEntity == HasPhysicsAttacker( FLT_MAX )) ) return; }
// Don't bother taking damage from the physics attacker
if ( pHitEntity && HasPhysicsAttacker( 0.5f ) == pHitEntity ) return;
if( m_bFirstCollisionAfterLaunch ) { HandleFirstCollisionInteractions( index, pEvent ); } if ( m_takedamage != DAMAGE_NO ) { int damageType = 0; float damage = CalculateDefaultPhysicsDamage( index, pEvent, 1.0f, true, damageType ); if ( damage > 0 ) { // Take extra damage after we're punted by the physcannon
if ( m_bFirstCollisionAfterLaunch ) { damage *= 10; }
CBaseEntity *pHitEntity = pEvent->pEntities[!index]; if ( !pHitEntity ) { // hit world
pHitEntity = GetContainingEntity( INDEXENT(0) ); } Vector damagePos; pEvent->pInternalData->GetContactPoint( damagePos ); Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass(); if ( damageForce == vec3_origin ) { // This can happen if this entity is motion disabled, and can't move.
// Use the velocity of the entity that hit us instead.
damageForce = pEvent->postVelocity[!index] * pEvent->pObjects[!index]->GetMass(); }
// FIXME: this doesn't pass in who is responsible if some other entity "caused" this collision
PhysCallbackDamage( this, CTakeDamageInfo( pHitEntity, pHitEntity, damageForce, damagePos, damage, damageType ), *pEvent, index ); } }
if ( m_bFirstCollisionAfterLaunch ) { // Setup the think function to remove the flags
SetThink( &CRagdollProp::ClearFlagsThink ); SetNextThink( gpGlobals->curtime ); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CRagdollProp::HasPhysgunInteraction( const char *pszKeyName, const char *pszValue ) { KeyValues *modelKeyValues = new KeyValues(""); if ( modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) ) { KeyValues *pkvPropData = modelKeyValues->FindKey("physgun_interactions"); if ( pkvPropData ) { char const *pszBase = pkvPropData->GetString( pszKeyName );
if ( pszBase && pszBase[0] && !stricmp( pszBase, pszValue ) ) { modelKeyValues->deleteThis(); return true; } } }
modelKeyValues->deleteThis(); return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CRagdollProp::HandleFirstCollisionInteractions( int index, gamevcollisionevent_t *pEvent ) { IPhysicsObject *pObj = VPhysicsGetObject(); if ( !pObj) return;
if( HasPhysgunInteraction( "onfirstimpact", "break" ) ) { // Looks like it's best to break by having the object damage itself.
CTakeDamageInfo info;
info.SetDamage( m_iHealth ); info.SetAttacker( this ); info.SetInflictor( this ); info.SetDamageType( DMG_GENERIC );
Vector vecPosition; Vector vecVelocity;
VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL ); VPhysicsGetObject()->GetPosition( &vecPosition, NULL );
info.SetDamageForce( vecVelocity ); info.SetDamagePosition( vecPosition );
TakeDamage( info ); return; }
if( HasPhysgunInteraction( "onfirstimpact", "paintsplat" ) ) { IPhysicsObject *pObj = VPhysicsGetObject(); Vector vecPos; pObj->GetPosition( &vecPos, NULL ); trace_t tr; UTIL_TraceLine( vecPos, vecPos + pEvent->preVelocity[0] * 1.5, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
switch( random->RandomInt( 1, 3 ) ) { case 1: UTIL_DecalTrace( &tr, "PaintSplatBlue" ); break;
case 2: UTIL_DecalTrace( &tr, "PaintSplatGreen" ); break;
case 3: UTIL_DecalTrace( &tr, "PaintSplatPink" ); break; } }
bool bAlienBloodSplat = HasPhysgunInteraction( "onfirstimpact", "alienbloodsplat" ); if( bAlienBloodSplat || HasPhysgunInteraction( "onfirstimpact", "bloodsplat" ) ) { IPhysicsObject *pObj = VPhysicsGetObject(); Vector vecPos; pObj->GetPosition( &vecPos, NULL ); trace_t tr; UTIL_TraceLine( vecPos, vecPos + pEvent->preVelocity[0] * 1.5, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
UTIL_BloodDecalTrace( &tr, bAlienBloodSplat ? BLOOD_COLOR_GREEN : BLOOD_COLOR_RED ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRagdollProp::ClearFlagsThink( void ) { PhysClearGameFlags( VPhysicsGetObject(), FVPHYSICS_WAS_THROWN ); m_bFirstCollisionAfterLaunch = false; SetThink( NULL ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
AngularImpulse CRagdollProp::PhysGunLaunchAngularImpulse() { if( HasPhysgunInteraction( "onlaunch", "spin_zaxis" ) ) { // Don't add in random angular impulse if this object is supposed to spin in a specific way.
AngularImpulse ang( 0, 0, 0 ); return ang; }
return CDefaultPlayerPickupVPhysics::PhysGunLaunchAngularImpulse(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : activity -
//-----------------------------------------------------------------------------
void CRagdollProp::SetOverlaySequence( Activity activity ) { int seq = SelectWeightedSequence( activity ); if ( seq < 0 ) { m_nOverlaySequence = -1; } else { m_nOverlaySequence = seq; } }
void CRagdollProp::InitRagdoll( const Vector &forceVector, int forceBone, const Vector &forcePos, matrix3x4_t *pPrevBones, matrix3x4_t *pBoneToWorld, float dt, int collisionGroup, bool activateRagdoll, bool bWakeRagdoll ) { SetCollisionGroup( collisionGroup );
// Make sure it's interactive debris for at most 5 seconds
if ( collisionGroup == COLLISION_GROUP_INTERACTIVE_DEBRIS ) { SetContextThink( &CRagdollProp::SetDebrisThink, gpGlobals->curtime + 5, s_pDebrisContext ); }
SetMoveType( MOVETYPE_VPHYSICS ); SetSolid( SOLID_VPHYSICS ); AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); m_takedamage = DAMAGE_EVENTS_ONLY;
ragdollparams_t params; params.pGameData = static_cast<void *>( static_cast<CBaseEntity *>(this) ); params.modelIndex = GetModelIndex(); params.pCollide = modelinfo->GetVCollide( params.modelIndex ); params.pStudioHdr = GetModelPtr(); params.forceVector = forceVector; params.forceBoneIndex = forceBone; params.forcePosition = forcePos; params.pCurrentBones = pBoneToWorld; params.jointFrictionScale = 1.0; params.allowStretch = HasSpawnFlags(SF_RAGDOLLPROP_ALLOW_STRETCH); params.fixedConstraints = false; RagdollCreate( m_ragdoll, params, physenv ); RagdollApplyAnimationAsVelocity( m_ragdoll, pPrevBones, pBoneToWorld, dt ); if ( m_anglesOverrideString != NULL_STRING && Q_strlen(m_anglesOverrideString.ToCStr()) > 0 ) { char szToken[2048]; const char *pStr = nexttoken(szToken, STRING(m_anglesOverrideString), ','); // anglesOverride is index,angles,index,angles (e.g. "1, 22.5 123.0 0.0, 2, 0 0 0, 3, 0 0 180.0")
while ( szToken[0] != 0 ) { int objectIndex = atoi(szToken); // sanity check to make sure this token is an integer
Assert( atof(szToken) == ((float)objectIndex) ); pStr = nexttoken(szToken, pStr, ','); Assert( szToken[0] ); if ( objectIndex >= m_ragdoll.listCount ) { Warning("Bad ragdoll pose in entity %s, model (%s) at %s, model changed?\n", GetDebugName(), GetModelName().ToCStr(), VecToString(GetAbsOrigin()) ); } else if ( szToken[0] != 0 ) { QAngle angles; Assert( objectIndex >= 0 && objectIndex < RAGDOLL_MAX_ELEMENTS ); UTIL_StringToVector( angles.Base(), szToken ); int boneIndex = m_ragdoll.boneIndex[objectIndex]; AngleMatrix( angles, pBoneToWorld[boneIndex] ); const ragdollelement_t &element = m_ragdoll.list[objectIndex]; Vector out; if ( element.parentIndex >= 0 ) { int parentBoneIndex = m_ragdoll.boneIndex[element.parentIndex]; VectorTransform( element.originParentSpace, pBoneToWorld[parentBoneIndex], out ); } else { out = GetAbsOrigin(); } MatrixSetColumn( out, 3, pBoneToWorld[boneIndex] ); element.pObject->SetPositionMatrix( pBoneToWorld[boneIndex], true ); } pStr = nexttoken(szToken, pStr, ','); } }
if ( activateRagdoll ) { MEM_ALLOC_CREDIT(); RagdollActivate( m_ragdoll, params.pCollide, GetModelIndex(), bWakeRagdoll ); }
for ( int i = 0; i < m_ragdoll.listCount; i++ ) { UpdateNetworkDataFromVPhysics( m_ragdoll.list[i].pObject, i ); g_pPhysSaveRestoreManager->AssociateModel( m_ragdoll.list[i].pObject, GetModelIndex() ); physcollision->CollideGetAABB( &m_ragdollMins[i], &m_ragdollMaxs[i], m_ragdoll.list[i].pObject->GetCollide(), vec3_origin, vec3_angle ); } VPhysicsSetObject( m_ragdoll.list[0].pObject );
CalcRagdollSize(); }
void CRagdollProp::SetDebrisThink() { SetCollisionGroup( COLLISION_GROUP_DEBRIS ); RecheckCollisionFilter(); }
void CRagdollProp::SetDamageEntity( CBaseEntity *pEntity ) { // Damage passing
m_hDamageEntity = pEntity;
// Set our takedamage to match it
if ( pEntity ) { m_takedamage = pEntity->m_takedamage; } else { m_takedamage = DAMAGE_EVENTS_ONLY; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CRagdollProp::OnTakeDamage( const CTakeDamageInfo &info ) { // If we have a damage entity, we want to pass damage to it. Add the
// Never Ragdoll flag, on the assumption that if the entity dies, we'll
// actually be taking the role of its ragdoll.
if ( m_hDamageEntity.Get() ) { CTakeDamageInfo subInfo = info; subInfo.AddDamageType( DMG_REMOVENORAGDOLL ); return m_hDamageEntity->OnTakeDamage( subInfo ); }
return BaseClass::OnTakeDamage( info ); }
//-----------------------------------------------------------------------------
// Purpose: Force all the ragdoll's bone's physics objects to recheck their collision filters
//-----------------------------------------------------------------------------
void CRagdollProp::RecheckCollisionFilter( void ) { for ( int i = 0; i < m_ragdoll.listCount; i++ ) { m_ragdoll.list[i].pObject->RecheckCollisionFilter(); } }
void CRagdollProp::TraceAttack( const CTakeDamageInfo &info, const Vector &dir, trace_t *ptr, CDmgAccumulator *pAccumulator ) { if ( ptr->physicsbone >= 0 && ptr->physicsbone < m_ragdoll.listCount ) { VPhysicsSwapObject( m_ragdoll.list[ptr->physicsbone].pObject ); } BaseClass::TraceAttack( info, dir, ptr, pAccumulator ); }
void CRagdollProp::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask ) { // no ragdoll, fall through to base class
if ( !m_ragdoll.listCount ) { BaseClass::SetupBones( pBoneToWorld, boneMask ); return; }
// Not really ideal, but it'll work for now
UpdateModelScale();
MDLCACHE_CRITICAL_SECTION(); CStudioHdr *pStudioHdr = GetModelPtr( ); bool sim[MAXSTUDIOBONES]; memset( sim, 0, pStudioHdr->numbones() );
int i;
CBoneAccessor boneaccessor( pBoneToWorld ); for ( i = 0; i < m_ragdoll.listCount; i++ ) { // during restore this may be NULL
if ( !m_ragdoll.list[i].pObject ) continue;
if ( RagdollGetBoneMatrix( m_ragdoll, boneaccessor, i ) ) { sim[m_ragdoll.boneIndex[i]] = true; } }
mstudiobone_t *pbones = pStudioHdr->pBone( 0 ); for ( i = 0; i < pStudioHdr->numbones(); i++ ) { if ( sim[i] ) continue; if ( !(pStudioHdr->boneFlags(i) & boneMask) ) continue;
matrix3x4_t matBoneLocal; AngleMatrix( pbones[i].rot, pbones[i].pos, matBoneLocal ); ConcatTransforms( pBoneToWorld[pbones[i].parent], matBoneLocal, pBoneToWorld[i]); } }
bool CRagdollProp::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ) { #if 0
// PERFORMANCE: Use hitboxes for rays instead of vcollides if this is a performance problem
if ( ray.m_IsRay ) { return BaseClass::TestCollision( ray, mask, trace ); } #endif
CStudioHdr *pStudioHdr = GetModelPtr( ); if (!pStudioHdr) return false;
// Just iterate all of the elements and trace the box against each one.
// NOTE: This is pretty expensive for small/dense characters
trace_t tr; for ( int i = 0; i < m_ragdoll.listCount; i++ ) { Vector position; QAngle angles;
if( m_ragdoll.list[i].pObject ) { m_ragdoll.list[i].pObject->GetPosition( &position, &angles ); physcollision->TraceBox( ray, m_ragdoll.list[i].pObject->GetCollide(), position, angles, &tr );
if ( tr.fraction < trace.fraction ) { tr.physicsbone = i; tr.surface.surfaceProps = m_ragdoll.list[i].pObject->GetMaterialIndex(); trace = tr; } } else { DevWarning("Bogus object in Ragdoll Prop's ragdoll list!\n"); } }
if ( trace.fraction >= 1 ) { return false; }
return true; }
void CRagdollProp::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity ) { // newAngles is a relative transform for the entity
// But a ragdoll entity has identity orientation by design
// so we compute a relative transform here based on the previous transform
matrix3x4_t startMatrixInv; MatrixInvert( EntityToWorldTransform(), startMatrixInv ); matrix3x4_t endMatrix; MatrixCopy( EntityToWorldTransform(), endMatrix ); if ( newAngles ) { AngleMatrix( *newAngles, endMatrix ); } if ( newPosition ) { PositionMatrix( *newPosition, endMatrix ); } // now endMatrix is the refernce matrix for the entity at the target position
matrix3x4_t xform; ConcatTransforms( endMatrix, startMatrixInv, xform ); // now xform is the relative transform the entity must undergo
// we need to call the base class and it will teleport our vphysics object,
// so set object 0 up and compute the origin/angles for its new position (base implementation has side effects)
VPhysicsSwapObject( m_ragdoll.list[0].pObject ); matrix3x4_t obj0source, obj0Target; m_ragdoll.list[0].pObject->GetPositionMatrix( &obj0source ); ConcatTransforms( xform, obj0source, obj0Target ); Vector obj0Pos; QAngle obj0Angles; MatrixAngles( obj0Target, obj0Angles, obj0Pos ); BaseClass::Teleport( &obj0Pos, &obj0Angles, newVelocity ); for ( int i = 1; i < m_ragdoll.listCount; i++ ) { matrix3x4_t matrix, newMatrix; m_ragdoll.list[i].pObject->GetPositionMatrix( &matrix ); ConcatTransforms( xform, matrix, newMatrix ); m_ragdoll.list[i].pObject->SetPositionMatrix( newMatrix, true ); UpdateNetworkDataFromVPhysics( m_ragdoll.list[i].pObject, i ); } // fixup/relink object 0
UpdateNetworkDataFromVPhysics( m_ragdoll.list[0].pObject, 0 ); }
void CRagdollProp::VPhysicsUpdate( IPhysicsObject *pPhysics ) { if ( m_lastUpdateTickCount == (unsigned int)gpGlobals->tickcount ) return;
m_lastUpdateTickCount = gpGlobals->tickcount; //NetworkStateChanged();
matrix3x4_t boneToWorld[MAXSTUDIOBONES]; QAngle angles; Vector surroundingMins, surroundingMaxs;
int i; for ( i = 0; i < m_ragdoll.listCount; i++ ) { CBoneAccessor boneaccessor( boneToWorld ); if ( RagdollGetBoneMatrix( m_ragdoll, boneaccessor, i ) ) { Vector vNewPos; MatrixAngles( boneToWorld[m_ragdoll.boneIndex[i]], angles, vNewPos ); m_ragPos.Set( i, vNewPos ); m_ragAngles.Set( i, angles ); } else { m_ragPos.GetForModify(i).Init(); m_ragAngles.GetForModify(i).Init(); } }
// BUGBUG: Use the ragdollmins/maxs to do this instead of the collides
m_allAsleep = RagdollIsAsleep( m_ragdoll );
// Don't scream after you've come to rest
if ( m_allAsleep ) { m_strSourceClassName = NULL_STRING; } else { if ( m_ragdoll.pGroup->IsInErrorState() ) { RagdollSolveSeparation( m_ragdoll, this ); } } // Interactive debris converts back to debris when it comes to rest
if ( m_allAsleep && GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS ) { SetCollisionGroup( COLLISION_GROUP_DEBRIS ); RecheckCollisionFilter(); SetContextThink( NULL, gpGlobals->curtime, s_pDebrisContext ); }
Vector vecFullMins, vecFullMaxs; vecFullMins = m_ragPos[0]; vecFullMaxs = m_ragPos[0]; for ( i = 0; i < m_ragdoll.listCount; i++ ) { Vector mins, maxs; matrix3x4_t update; if ( !m_ragdoll.list[i].pObject ) { m_ragdollMins[i].Init(); m_ragdollMaxs[i].Init(); continue; } m_ragdoll.list[i].pObject->GetPositionMatrix( &update ); TransformAABB( update, m_ragdollMins[i], m_ragdollMaxs[i], mins, maxs ); for ( int j = 0; j < 3; j++ ) { if ( mins[j] < vecFullMins[j] ) { vecFullMins[j] = mins[j]; } if ( maxs[j] > vecFullMaxs[j] ) { vecFullMaxs[j] = maxs[j]; } } }
SetAbsOrigin( m_ragPos[0] ); SetAbsAngles( vec3_angle ); const Vector &vecOrigin = CollisionProp()->GetCollisionOrigin(); CollisionProp()->AddSolidFlags( FSOLID_FORCE_WORLD_ALIGNED ); CollisionProp()->SetSurroundingBoundsType( USE_COLLISION_BOUNDS_NEVER_VPHYSICS ); SetCollisionBounds( vecFullMins - vecOrigin, vecFullMaxs - vecOrigin ); CollisionProp()->MarkSurroundingBoundsDirty();
PhysicsTouchTriggers(); }
int CRagdollProp::VPhysicsGetObjectList( IPhysicsObject **pList, int listMax ) { for ( int i = 0; i < m_ragdoll.listCount; i++ ) { if ( i < listMax ) { pList[i] = m_ragdoll.list[i].pObject; } }
return m_ragdoll.listCount; }
void CRagdollProp::UpdateNetworkDataFromVPhysics( IPhysicsObject *pPhysics, int index ) { Assert(index < m_ragdoll.listCount);
QAngle angles; Vector vPos; m_ragdoll.list[index].pObject->GetPosition( &vPos, &angles ); m_ragPos.Set( index, vPos ); m_ragAngles.Set( index, angles );
// move/relink if root moved
if ( index == 0 ) { SetAbsOrigin( m_ragPos[0] ); PhysicsTouchTriggers(); } }
//-----------------------------------------------------------------------------
// Fade out due to the LRU telling it do
//-----------------------------------------------------------------------------
#define FADE_OUT_LENGTH 0.5f
void CRagdollProp::FadeOut( float flDelay, float fadeTime ) { if ( IsFading() ) return;
m_flFadeTime = ( fadeTime == -1 ) ? FADE_OUT_LENGTH : fadeTime;
m_flFadeOutStartTime = gpGlobals->curtime + flDelay; m_flFadeScale = 0; SetContextThink( &CRagdollProp::FadeOutThink, gpGlobals->curtime + flDelay + 0.01f, s_pFadeOutContext ); }
bool CRagdollProp::IsFading() { return ( GetNextThink( s_pFadeOutContext ) >= gpGlobals->curtime ); }
void CRagdollProp::FadeOutThink(void) { float dt = gpGlobals->curtime - m_flFadeOutStartTime; if ( dt < 0 ) { SetContextThink( &CRagdollProp::FadeOutThink, gpGlobals->curtime + 0.1, s_pFadeOutContext ); } else if ( dt < m_flFadeTime ) { float alpha = 1.0f - dt / m_flFadeTime; int nFade = (int)(alpha * 255.0f); m_nRenderMode = kRenderTransTexture; SetRenderColorA( nFade ); NetworkStateChanged(); SetContextThink( &CRagdollProp::FadeOutThink, gpGlobals->curtime + TICK_INTERVAL, s_pFadeOutContext ); } else { // Necessary to cause it to do the appropriate death cleanup
// Yeah, the player may have nothing to do with it, but
// passing NULL to TakeDamage causes bad things to happen
CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); CTakeDamageInfo info( pPlayer, pPlayer, 10000.0, DMG_GENERIC ); TakeDamage( info ); UTIL_Remove( this ); } }
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CRagdollProp::DrawDebugTextOverlays(void) { int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT) { if (m_ragdoll.listCount) { float mass = 0; for ( int i = 0; i < m_ragdoll.listCount; i++ ) { if ( m_ragdoll.list[i].pObject != NULL ) { mass += m_ragdoll.list[i].pObject->GetMass(); } }
char tempstr[512]; Q_snprintf(tempstr, sizeof(tempstr),"Mass: %.2f kg / %.2f lb (%s)", mass, kg2lbs(mass), GetMassEquivalent(mass) ); EntityText( text_offset, tempstr, 0); text_offset++; } }
return text_offset; }
void CRagdollProp::DrawDebugGeometryOverlays() { if (m_debugOverlays & OVERLAY_BBOX_BIT) { DrawServerHitboxes(); } if (m_debugOverlays & OVERLAY_PIVOT_BIT) { for ( int i = 0; i < m_ragdoll.listCount; i++ ) { if ( m_ragdoll.list[i].pObject ) { float mass = m_ragdoll.list[i].pObject->GetMass(); Vector pos; m_ragdoll.list[i].pObject->GetPosition( &pos, NULL ); CFmtStr str("mass %.1f", mass ); NDebugOverlay::EntityTextAtPosition( pos, 0, str.Access(), 0, 0, 255, 0, 255 ); } } } BaseClass::DrawDebugGeometryOverlays(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CRagdollProp::SetUnragdoll( CBaseAnimating *pOther ) { m_hUnragdoll = pOther; }
//===============================================================================================================
// RagdollPropAttached
//===============================================================================================================
class CRagdollPropAttached : public CRagdollProp { DECLARE_CLASS( CRagdollPropAttached, CRagdollProp ); public:
CRagdollPropAttached() { m_bShouldDetach = false; }
~CRagdollPropAttached() { physenv->DestroyConstraint( m_pAttachConstraint ); m_pAttachConstraint = NULL; }
void InitRagdollAttached( IPhysicsObject *pAttached, const Vector &forceVector, int forceBone, matrix3x4_t *pPrevBones, matrix3x4_t *pBoneToWorld, float dt, int collisionGroup, CBaseAnimating *pFollow, int boneIndexRoot, const Vector &boneLocalOrigin, int parentBoneAttach, const Vector &worldAttachOrigin ); void DetachOnNextUpdate(); void VPhysicsUpdate( IPhysicsObject *pPhysics );
DECLARE_SERVERCLASS(); DECLARE_DATADESC();
private: void Detach(); CNetworkVar( int, m_boneIndexAttached ); CNetworkVar( int, m_ragdollAttachedObjectIndex ); CNetworkVector( m_attachmentPointBoneSpace ); CNetworkVector( m_attachmentPointRagdollSpace ); bool m_bShouldDetach; IPhysicsConstraint *m_pAttachConstraint; };
LINK_ENTITY_TO_CLASS( prop_ragdoll_attached, CRagdollPropAttached ); EXTERN_SEND_TABLE(DT_Ragdoll_Attached)
IMPLEMENT_SERVERCLASS_ST(CRagdollPropAttached, DT_Ragdoll_Attached) SendPropInt( SENDINFO( m_boneIndexAttached ), MAXSTUDIOBONEBITS, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_ragdollAttachedObjectIndex ), RAGDOLL_INDEX_BITS, SPROP_UNSIGNED ), SendPropVector(SENDINFO(m_attachmentPointBoneSpace), -1, SPROP_COORD ), SendPropVector(SENDINFO(m_attachmentPointRagdollSpace), -1, SPROP_COORD ), END_SEND_TABLE()
BEGIN_DATADESC(CRagdollPropAttached) DEFINE_FIELD( m_boneIndexAttached, FIELD_INTEGER ), DEFINE_FIELD( m_ragdollAttachedObjectIndex, FIELD_INTEGER ), DEFINE_FIELD( m_attachmentPointBoneSpace, FIELD_VECTOR ), DEFINE_FIELD( m_attachmentPointRagdollSpace, FIELD_VECTOR ), DEFINE_FIELD( m_bShouldDetach, FIELD_BOOLEAN ), DEFINE_PHYSPTR( m_pAttachConstraint ), END_DATADESC()
static void SyncAnimatingWithPhysics( CBaseAnimating *pAnimating ) { IPhysicsObject *pPhysics = pAnimating->VPhysicsGetObject(); if ( pPhysics ) { Vector pos; pPhysics->GetShadowPosition( &pos, NULL ); pAnimating->SetAbsOrigin( pos ); } }
CBaseAnimating *CreateServerRagdollSubmodel( CBaseAnimating *pOwner, const char *pModelName, const Vector &position, const QAngle &angles, int collisionGroup ) { CRagdollProp *pRagdoll = (CRagdollProp *)CBaseEntity::CreateNoSpawn( "prop_ragdoll", position, angles, pOwner ); pRagdoll->SetModelName( AllocPooledString( pModelName ) ); pRagdoll->SetModel( STRING(pRagdoll->GetModelName()) ); matrix3x4_t pBoneToWorld[MAXSTUDIOBONES], pBoneToWorldNext[MAXSTUDIOBONES]; pRagdoll->ResetSequence( 0 );
// let bone merging do the work of copying everything over for us
pRagdoll->SetParent( pOwner ); pRagdoll->SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING ); // HACKHACK: don't want this parent anymore
pRagdoll->SetParent( NULL );
memcpy( pBoneToWorldNext, pBoneToWorld, sizeof(pBoneToWorld) );
pRagdoll->InitRagdoll( vec3_origin, -1, vec3_origin, pBoneToWorld, pBoneToWorldNext, 0.1, collisionGroup, true ); return pRagdoll; }
CBaseEntity *CreateServerRagdoll( CBaseAnimating *pAnimating, int forceBone, const CTakeDamageInfo &info, int collisionGroup, bool bUseLRURetirement ) { if ( info.GetDamageType() & (DMG_VEHICLE|DMG_CRUSH) ) { // if the entity was killed by physics or a vehicle, move to the vphysics shadow position before creating the ragdoll.
SyncAnimatingWithPhysics( pAnimating ); } CRagdollProp *pRagdoll = (CRagdollProp *)CBaseEntity::CreateNoSpawn( "prop_ragdoll", pAnimating->GetAbsOrigin(), vec3_angle, NULL ); pRagdoll->CopyAnimationDataFrom( pAnimating ); pRagdoll->SetOwnerEntity( pAnimating );
pRagdoll->InitRagdollAnimation(); matrix3x4_t pBoneToWorld[MAXSTUDIOBONES], pBoneToWorldNext[MAXSTUDIOBONES]; float dt = 0.1f;
// Copy over dissolve state...
if ( pAnimating->IsEFlagSet( EFL_NO_DISSOLVE ) ) { pRagdoll->AddEFlags( EFL_NO_DISSOLVE ); }
// NOTE: This currently is only necessary to prevent manhacks from
// colliding with server ragdolls they kill
pRagdoll->SetKiller( info.GetInflictor() ); pRagdoll->SetSourceClassName( pAnimating->GetClassname() );
// NPC_STATE_DEAD npc's will have their COND_IN_PVS cleared, so this needs to force SetupBones to happen
unsigned short fPrevFlags = pAnimating->GetBoneCacheFlags(); pAnimating->SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP );
// UNDONE: Extract velocity from bones via animation (like we do on the client)
// UNDONE: For now, just move each bone by the total entity velocity if set.
// Get Bones positions before
// Store current cycle
float fSequenceDuration = pAnimating->SequenceDuration( pAnimating->GetSequence() ); float fSequenceTime = pAnimating->GetCycle() * fSequenceDuration;
if( fSequenceTime <= dt && fSequenceTime > 0.0f ) { // Avoid having negative cycle
dt = fSequenceTime; }
float fPreviousCycle = clamp(pAnimating->GetCycle()-( dt * ( 1 / fSequenceDuration ) ),0.f,1.f); float fCurCycle = pAnimating->GetCycle(); // Get current bones positions
pAnimating->SetupBones( pBoneToWorldNext, BONE_USED_BY_ANYTHING ); // Get previous bones positions
pAnimating->SetCycle( fPreviousCycle ); pAnimating->SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING ); // Restore current cycle
pAnimating->SetCycle( fCurCycle );
// Reset previous bone flags
pAnimating->ClearBoneCacheFlags( BCF_NO_ANIMATION_SKIP ); pAnimating->SetBoneCacheFlags( fPrevFlags );
Vector vel = pAnimating->GetAbsVelocity(); if( ( vel.Length() == 0 ) && ( dt > 0 ) ) { // Compute animation velocity
CStudioHdr *pstudiohdr = pAnimating->GetModelPtr(); if ( pstudiohdr ) { Vector deltaPos; QAngle deltaAngles; if (Studio_SeqMovement( pstudiohdr, pAnimating->GetSequence(), fPreviousCycle, pAnimating->GetCycle(), pAnimating->GetPoseParameterArray(), deltaPos, deltaAngles )) { VectorRotate( deltaPos, pAnimating->EntityToWorldTransform(), vel ); vel /= dt; } } }
if ( vel.LengthSqr() > 0 ) { int numbones = pAnimating->GetModelPtr()->numbones(); vel *= dt; for ( int i = 0; i < numbones; i++ ) { Vector pos; MatrixGetColumn( pBoneToWorld[i], 3, pos ); pos -= vel; MatrixSetColumn( pos, 3, pBoneToWorld[i] ); } }
#if RAGDOLL_VISUALIZE
pAnimating->DrawRawSkeleton( pBoneToWorld, BONE_USED_BY_ANYTHING, true, 20, false ); pAnimating->DrawRawSkeleton( pBoneToWorldNext, BONE_USED_BY_ANYTHING, true, 20, true ); #endif
// Is this a vehicle / NPC collision?
if ( (info.GetDamageType() & DMG_VEHICLE) && pAnimating->MyNPCPointer() ) { // init the ragdoll with no forces
pRagdoll->InitRagdoll( vec3_origin, -1, vec3_origin, pBoneToWorld, pBoneToWorldNext, dt, collisionGroup, true );
// apply vehicle forces
// Get a list of bones with hitboxes below the plane of impact
int boxList[128]; Vector normal(0,0,-1); int count = pAnimating->GetHitboxesFrontside( boxList, ARRAYSIZE(boxList), normal, DotProduct( normal, info.GetDamagePosition() ) ); // distribute force over mass of entire character
float massScale = Studio_GetMass(pAnimating->GetModelPtr()); massScale = clamp( massScale, 1.f, 1.e4f ); massScale = 1.f / massScale;
// distribute the force
// BUGBUG: This will hit the same bone twice if it has two hitboxes!!!!
ragdoll_t *pRagInfo = pRagdoll->GetRagdoll(); for ( int i = 0; i < count; i++ ) { int physBone = pAnimating->GetPhysicsBone( pAnimating->GetHitboxBone( boxList[i] ) ); IPhysicsObject *pPhysics = pRagInfo->list[physBone].pObject; pPhysics->ApplyForceCenter( info.GetDamageForce() * pPhysics->GetMass() * massScale ); } } else { pRagdoll->InitRagdoll( info.GetDamageForce(), forceBone, info.GetDamagePosition(), pBoneToWorld, pBoneToWorldNext, dt, collisionGroup, true ); }
// Are we dissolving?
if ( pAnimating->IsDissolving() ) { pRagdoll->TransferDissolveFrom( pAnimating ); } else if ( bUseLRURetirement ) { pRagdoll->AddSpawnFlags( SF_RAGDOLLPROP_USE_LRU_RETIREMENT ); s_RagdollLRU.MoveToTopOfLRU( pRagdoll ); }
// Tracker 22598: If we don't set the OBB mins/maxs to something valid here, then the client will have a zero sized hull
// for the ragdoll for one frame until Vphysics updates the real obb bounds after the first simulation frame. Having
// a zero sized hull makes the ragdoll think it should be faded/alpha'd to zero for a frame, so you get a blink where
// the ragdoll doesn't draw initially.
Vector mins, maxs; mins = pAnimating->CollisionProp()->OBBMins(); maxs = pAnimating->CollisionProp()->OBBMaxs(); pRagdoll->CollisionProp()->SetCollisionBounds( mins, maxs );
return pRagdoll; }
void CRagdollPropAttached::DetachOnNextUpdate() { m_bShouldDetach = true; }
void CRagdollPropAttached::VPhysicsUpdate( IPhysicsObject *pPhysics ) { if ( m_bShouldDetach ) { Detach(); m_bShouldDetach = false; } BaseClass::VPhysicsUpdate( pPhysics ); }
void CRagdollPropAttached::Detach() { SetParent(NULL); SetOwnerEntity( NULL ); SetAbsAngles( vec3_angle ); SetMoveType( MOVETYPE_VPHYSICS ); RemoveSolidFlags( FSOLID_NOT_SOLID ); physenv->DestroyConstraint( m_pAttachConstraint ); m_pAttachConstraint = NULL; const float dampingScale = 1.0f / ATTACHED_DAMPING_SCALE; for ( int i = 0; i < m_ragdoll.listCount; i++ ) { float damping, rotdamping; m_ragdoll.list[i].pObject->GetDamping( &damping, &rotdamping ); damping *= dampingScale; rotdamping *= dampingScale; m_ragdoll.list[i].pObject->SetDamping( &damping, &damping ); }
// Go non-solid
SetCollisionGroup( COLLISION_GROUP_DEBRIS ); RecheckCollisionFilter(); }
void CRagdollPropAttached::InitRagdollAttached( IPhysicsObject *pAttached, const Vector &forceVector, int forceBone, matrix3x4_t *pPrevBones, matrix3x4_t *pBoneToWorld, float dt, int collisionGroup, CBaseAnimating *pFollow, int boneIndexRoot, const Vector &boneLocalOrigin, int parentBoneAttach, const Vector &worldAttachOrigin ) { int ragdollAttachedIndex = 0; if ( parentBoneAttach > 0 ) { CStudioHdr *pStudioHdr = GetModelPtr(); mstudiobone_t *pBone = pStudioHdr->pBone( parentBoneAttach ); ragdollAttachedIndex = pBone->physicsbone; }
InitRagdoll( forceVector, forceBone, vec3_origin, pPrevBones, pBoneToWorld, dt, collisionGroup, false ); IPhysicsObject *pRefObject = m_ragdoll.list[ragdollAttachedIndex].pObject;
Vector attachmentPointRagdollSpace; pRefObject->WorldToLocal( &attachmentPointRagdollSpace, worldAttachOrigin );
constraint_ragdollparams_t constraint; constraint.Defaults(); matrix3x4_t tmp, worldToAttached, worldToReference, constraintToWorld;
Vector offsetWS; pAttached->LocalToWorld( &offsetWS, boneLocalOrigin );
QAngle followAng = QAngle(0, pFollow->GetAbsAngles().y, 0 ); AngleMatrix( followAng, offsetWS, constraintToWorld );
constraint.axes[0].SetAxisFriction( -2, 2, 20 ); constraint.axes[1].SetAxisFriction( 0, 0, 0 ); constraint.axes[2].SetAxisFriction( -15, 15, 20 );
// Exaggerate the bone's ability to pull the mass of the ragdoll around
constraint.constraint.bodyMassScale[1] = 50.0f;
pAttached->GetPositionMatrix( &tmp ); MatrixInvert( tmp, worldToAttached );
pRefObject->GetPositionMatrix( &tmp ); MatrixInvert( tmp, worldToReference );
ConcatTransforms( worldToReference, constraintToWorld, constraint.constraintToReference ); ConcatTransforms( worldToAttached, constraintToWorld, constraint.constraintToAttached );
// for now, just slam this to be the passed in value
MatrixSetColumn( attachmentPointRagdollSpace, 3, constraint.constraintToReference );
PhysDisableEntityCollisions( pAttached, m_ragdoll.list[0].pObject ); m_pAttachConstraint = physenv->CreateRagdollConstraint( pRefObject, pAttached, m_ragdoll.pGroup, constraint );
SetParent( pFollow ); SetOwnerEntity( pFollow );
RagdollActivate( m_ragdoll, modelinfo->GetVCollide( GetModelIndex() ), GetModelIndex() );
// add a bunch of dampening to the ragdoll
for ( int i = 0; i < m_ragdoll.listCount; i++ ) { float damping, rotdamping; m_ragdoll.list[i].pObject->GetDamping( &damping, &rotdamping ); damping *= ATTACHED_DAMPING_SCALE; rotdamping *= ATTACHED_DAMPING_SCALE; m_ragdoll.list[i].pObject->SetDamping( &damping, &rotdamping ); }
m_boneIndexAttached = boneIndexRoot; m_ragdollAttachedObjectIndex = ragdollAttachedIndex; m_attachmentPointBoneSpace = boneLocalOrigin; Vector vTemp; MatrixGetColumn( constraint.constraintToReference, 3, vTemp ); m_attachmentPointRagdollSpace = vTemp; }
CRagdollProp *CreateServerRagdollAttached( CBaseAnimating *pAnimating, const Vector &vecForce, int forceBone, int collisionGroup, IPhysicsObject *pAttached, CBaseAnimating *pParentEntity, int boneAttach, const Vector &originAttached, int parentBoneAttach, const Vector &boneOrigin ) { // Return immediately if the model doesn't have a vcollide
if ( modelinfo->GetVCollide( pAnimating->GetModelIndex() ) == NULL ) return NULL;
CRagdollPropAttached *pRagdoll = (CRagdollPropAttached *)CBaseEntity::CreateNoSpawn( "prop_ragdoll_attached", pAnimating->GetAbsOrigin(), vec3_angle, NULL ); pRagdoll->CopyAnimationDataFrom( pAnimating );
pRagdoll->InitRagdollAnimation(); matrix3x4_t pBoneToWorld[MAXSTUDIOBONES]; pAnimating->SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING ); pRagdoll->InitRagdollAttached( pAttached, vecForce, forceBone, pBoneToWorld, pBoneToWorld, 0.1, collisionGroup, pParentEntity, boneAttach, boneOrigin, parentBoneAttach, originAttached ); return pRagdoll; }
void DetachAttachedRagdoll( CBaseEntity *pRagdollIn ) { CRagdollPropAttached *pRagdoll = dynamic_cast<CRagdollPropAttached *>(pRagdollIn);
if ( pRagdoll ) { pRagdoll->DetachOnNextUpdate(); } }
void DetachAttachedRagdollsForEntity( CBaseEntity *pRagdollParent ) { CUtlVector<CBaseEntity *> list; GetAllChildren( pRagdollParent, list ); for ( int i = list.Count()-1; i >= 0; --i ) { DetachAttachedRagdoll( list[i] ); } }
bool Ragdoll_IsPropRagdoll( CBaseEntity *pEntity ) { if ( dynamic_cast<CRagdollProp *>(pEntity) != NULL ) return true; return false; }
ragdoll_t *Ragdoll_GetRagdoll( CBaseEntity *pEntity ) { CRagdollProp *pProp = dynamic_cast<CRagdollProp *>(pEntity); if ( pProp ) return pProp->GetRagdoll(); return NULL; }
void CRagdollProp::GetAngleOverrideFromCurrentState( char *pOut, int size ) { pOut[0] = 0; for ( int i = 0; i < m_ragdoll.listCount; i++ ) { if ( i != 0 ) { Q_strncat( pOut, ",", size, COPY_ALL_CHARACTERS );
} CFmtStr str("%d,%.2f %.2f %.2f", i, m_ragAngles[i].x, m_ragAngles[i].y, m_ragAngles[i].z ); Q_strncat( pOut, str, size, COPY_ALL_CHARACTERS ); } }
void CRagdollProp::DisableMotion( void ) { for ( int iRagdoll = 0; iRagdoll < m_ragdoll.listCount; ++iRagdoll ) { IPhysicsObject *pPhysicsObject = m_ragdoll.list[ iRagdoll ].pObject; if ( pPhysicsObject != NULL ) { pPhysicsObject->EnableMotion( false ); } } }
void CRagdollProp::InputStartRadgollBoogie( inputdata_t &inputdata ) { float duration = inputdata.value.Float();
if( duration <= 0.0f ) { duration = 5.0f; }
CRagdollBoogie::Create( this, 100, gpGlobals->curtime, duration, 0 ); }
//-----------------------------------------------------------------------------
// Purpose: Enable physics motion and collision response (on by default)
//-----------------------------------------------------------------------------
void CRagdollProp::InputEnableMotion( inputdata_t &inputdata ) { for ( int iRagdoll = 0; iRagdoll < m_ragdoll.listCount; ++iRagdoll ) { IPhysicsObject *pPhysicsObject = m_ragdoll.list[ iRagdoll ].pObject; if ( pPhysicsObject != NULL ) { pPhysicsObject->EnableMotion( true ); pPhysicsObject->Wake(); } } }
//-----------------------------------------------------------------------------
// Purpose: Disable any physics motion or collision response
//-----------------------------------------------------------------------------
void CRagdollProp::InputDisableMotion( inputdata_t &inputdata ) { DisableMotion(); }
void CRagdollProp::InputTurnOn( inputdata_t &inputdata ) { RemoveEffects( EF_NODRAW ); }
void CRagdollProp::InputTurnOff( inputdata_t &inputdata ) { AddEffects( EF_NODRAW ); }
void CRagdollProp::InputFadeAndRemove( inputdata_t &inputdata ) { float flFadeDuration = inputdata.value.Float(); if( flFadeDuration == 0.0f ) flFadeDuration = 1.0f;
FadeOut( 0.0f, flFadeDuration ); }
void Ragdoll_GetAngleOverrideString( char *pOut, int size, CBaseEntity *pEntity ) { CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp *>(pEntity); if ( pRagdoll ) { pRagdoll->GetAngleOverrideFromCurrentState( pOut, size ); } }
|