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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "bone_setup.h"
#include "c_ai_basenpc.h"
#include "engine/ivdebugoverlay.h"
#include "tier0/vprof.h"
#include "soundinfo.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_NPC_Hydra : public C_AI_BaseNPC { public: DECLARE_CLASS( C_NPC_Hydra, C_AI_BaseNPC ); DECLARE_CLIENTCLASS(); DECLARE_INTERPOLATION();
C_NPC_Hydra(); virtual ~C_NPC_Hydra();
// model specific
virtual void OnLatchInterpolatedVariables( int flags ); virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime ); virtual void StandardBlendingRules( Vector pos[], Quaternion q[], float currentTime, int boneMask );
void CalcBoneChain( Vector pos[], const Vector chain[] ); void CalcBoneAngles( const Vector pos[], Quaternion q[] );
virtual bool GetSoundSpatialization( SpatializationInfo_t& info );
virtual void ResetLatched();
#define CHAIN_LINKS 32
bool m_bNewChain; int m_fLatchFlags; Vector m_vecChain[CHAIN_LINKS];
Vector m_vecHeadDir; CInterpolatedVar< Vector > m_iv_vecHeadDir;
//Vector m_vecInterpHeadDir;
float m_flRelaxedLength; Vector *m_vecPos; // current animation
CInterpolatedVar< Vector > *m_iv_vecPos;
int m_numHydraBones; float *m_boneLength;
float m_maxPossibleLength;
private: C_NPC_Hydra( const C_NPC_Hydra & ); // not defined, not accessible
};
IMPLEMENT_CLIENTCLASS_DT(C_NPC_Hydra, DT_NPC_Hydra, CNPC_Hydra) RecvPropVector ( RECVINFO( m_vecChain[0] ) ), RecvPropVector ( RECVINFO( m_vecChain[1] ) ), RecvPropVector ( RECVINFO( m_vecChain[2] ) ), RecvPropVector ( RECVINFO( m_vecChain[3] ) ), RecvPropVector ( RECVINFO( m_vecChain[4] ) ), RecvPropVector ( RECVINFO( m_vecChain[5] ) ), RecvPropVector ( RECVINFO( m_vecChain[6] ) ), RecvPropVector ( RECVINFO( m_vecChain[7] ) ), RecvPropVector ( RECVINFO( m_vecChain[8] ) ), RecvPropVector ( RECVINFO( m_vecChain[9] ) ), RecvPropVector ( RECVINFO( m_vecChain[10] ) ), RecvPropVector ( RECVINFO( m_vecChain[11] ) ), RecvPropVector ( RECVINFO( m_vecChain[12] ) ), RecvPropVector ( RECVINFO( m_vecChain[13] ) ), RecvPropVector ( RECVINFO( m_vecChain[14] ) ), RecvPropVector ( RECVINFO( m_vecChain[15] ) ), RecvPropVector ( RECVINFO( m_vecChain[16] ) ), RecvPropVector ( RECVINFO( m_vecChain[17] ) ), RecvPropVector ( RECVINFO( m_vecChain[18] ) ), RecvPropVector ( RECVINFO( m_vecChain[19] ) ), RecvPropVector ( RECVINFO( m_vecChain[20] ) ), RecvPropVector ( RECVINFO( m_vecChain[21] ) ), RecvPropVector ( RECVINFO( m_vecChain[22] ) ), RecvPropVector ( RECVINFO( m_vecChain[23] ) ), RecvPropVector ( RECVINFO( m_vecChain[24] ) ), RecvPropVector ( RECVINFO( m_vecChain[25] ) ), RecvPropVector ( RECVINFO( m_vecChain[26] ) ), RecvPropVector ( RECVINFO( m_vecChain[27] ) ), RecvPropVector ( RECVINFO( m_vecChain[28] ) ), RecvPropVector ( RECVINFO( m_vecChain[29] ) ), RecvPropVector ( RECVINFO( m_vecChain[30] ) ), RecvPropVector ( RECVINFO( m_vecChain[31] ) ), RecvPropVector ( RECVINFO( m_vecHeadDir ) ), RecvPropFloat ( RECVINFO( m_flRelaxedLength ) ), END_RECV_TABLE()
C_NPC_Hydra::C_NPC_Hydra() : m_iv_vecHeadDir( "C_NPC_Hydra::m_iv_vecHeadDir" ) { AddVar( &m_vecHeadDir, &m_iv_vecHeadDir, LATCH_ANIMATION_VAR );
m_numHydraBones = 0; m_boneLength = NULL; m_maxPossibleLength = 1; m_vecPos = NULL; m_iv_vecPos = NULL; }
C_NPC_Hydra::~C_NPC_Hydra() { delete m_boneLength; delete m_vecPos; delete[] m_iv_vecPos; m_iv_vecPos = NULL; }
void C_NPC_Hydra::OnLatchInterpolatedVariables( int flags ) { m_bNewChain = true; m_fLatchFlags = flags;
BaseClass::OnLatchInterpolatedVariables( flags ); }
void C_NPC_Hydra::ResetLatched() { for (int i = 0; i < m_numHydraBones; i++) { m_iv_vecPos[i].Reset(); }
BaseClass::ResetLatched(); }
bool C_NPC_Hydra::SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime ) { return BaseClass::SetupBones( pBoneToWorldOut, nMaxBones, boneMask, currentTime ); }
void C_NPC_Hydra::StandardBlendingRules( Vector pos[], Quaternion q[], float currentTime, int boneMask ) { VPROF( "C_NPC_Hydra::StandardBlendingRules" );
studiohdr_t *hdr = GetModelPtr(); if ( !hdr ) { return; }
int i;
// check for changing model memory requirements
bool bNewlyInited = false; if (m_numHydraBones != hdr->numbones) { m_numHydraBones = hdr->numbones;
// build root animation
float poseparam[MAXSTUDIOPOSEPARAM]; for (i = 0; i < hdr->GetNumPoseParameters(); i++) { poseparam[i] = 0; } CalcPose( hdr, NULL, pos, q, 0.0f, 0.0f, poseparam, BONE_USED_BY_ANYTHING );
// allocate arrays
if (m_boneLength) { delete[] m_boneLength; } m_boneLength = new float [m_numHydraBones];
if (m_vecPos) { delete[] m_vecPos; } m_vecPos = new Vector [m_numHydraBones]; if (m_iv_vecPos) { delete m_iv_vecPos; } m_iv_vecPos = new CInterpolatedVar< Vector >[m_numHydraBones]; for ( i = 0; i < m_numHydraBones; i++ ) { m_iv_vecPos[ i ].Setup( &m_vecPos[ i ], LATCH_SIMULATION_VAR | EXCLUDE_AUTO_LATCH | EXCLUDE_AUTO_INTERPOLATE ); }
// calc models bone lengths
m_maxPossibleLength = 0; for (i = 0; i < m_numHydraBones-1; i++) { m_boneLength[i] = (pos[i+1] - pos[i]).Length(); m_maxPossibleLength += m_boneLength[i]; } m_boneLength[i] = 0.0f;
bNewlyInited = true; }
// calc new bone setup if networked.
if (m_bNewChain) { CalcBoneChain( m_vecPos, m_vecChain ); for (i = 0; i < m_numHydraBones; i++) { // debugoverlay->AddLineOverlay( m_vecPos[i], m_vecPos[i<m_numHydraBones-1?i+1:m_numHydraBones-1], 0, 255, 0, false, 0.1 );
m_vecPos[i] = m_vecPos[i] - GetAbsOrigin();
if ( m_fLatchFlags & LATCH_SIMULATION_VAR ) { m_iv_vecPos[i].NoteChanged( currentTime, true ); } } m_bNewChain = false; }
// if just allocated, initialize bones
if (bNewlyInited) {
for (i = 0; i < m_numHydraBones; i++) { m_iv_vecPos[i].Reset(); } }
for (i = 0; i < m_numHydraBones; i++) { m_iv_vecPos[i].Interpolate( currentTime ); pos[ i ] = m_vecPos[ i ]; }
// calculate bone angles
CalcBoneAngles( pos, q );
// rotate the last bone of the hydra 90 degrees since it's oriented differently than the others
Quaternion qTmp; AngleQuaternion( QAngle( 0, -90, 0) , qTmp ); QuaternionMult( q[m_numHydraBones - 1], qTmp, q[m_numHydraBones - 1] ); }
//-----------------------------------------------------------------------------
// Purpose: Fits skeleton of hydra to the variable segment length "chain" array
// Adjusts overall hydra so that "m_flRelaxedLength" of texture fits over
// the actual length of the chain
//-----------------------------------------------------------------------------
void C_NPC_Hydra::CalcBoneChain( Vector pos[], const Vector chain[] ) { int i, j;
// Find the dist chain link that's not zero length
i = CHAIN_LINKS-1; while (i > 0) { if ((chain[i] - chain[i-1]).LengthSqr() > 0.0) { break; } i--; }
// initialize the last bone to the last bone
j = m_numHydraBones - 1;
// clamp length
float totalLength = 0; for (int k = i; k > 0; k--) { // debugoverlay->AddLineOverlay( chain[k], chain[k-1], 255, 255, 255, false, 0 );
totalLength += (chain[k] - chain[k-1]).Length(); } totalLength = clamp( totalLength, 1.0, m_maxPossibleLength ); float scale = m_flRelaxedLength / totalLength;
// starting from the head, fit the hydra skeleton onto the chain spline
float dist = -16; while (j >= 0 && i > 0) { // debugoverlay->AddLineOverlay( chain[i], chain[i-1], 255, 255, 255, false, 0 );
float dt = (chain[i] - chain[i-1]).Length() * scale; float dx = dt; while (j >= 0 && dist + dt >= m_boneLength[j]) { float s = (dx - (dt - (m_boneLength[j] - dist))) / dx;
if (s < 0 || s > 1.) s = 0; // pos[j] = chain[i] * (1 - s) + chain[i-1] * s;
Catmull_Rom_Spline( chain[(i<CHAIN_LINKS-1)?i+1:CHAIN_LINKS-1], chain[i], chain[(i>0)?i-1:0], chain[(i>1)?i-2:0], s, pos[j] ); // debugoverlay->AddLineOverlay( pos[j], chain[i], 0, 255, 0, false, 0 );
// debugoverlay->AddLineOverlay( pos[j], chain[i-1], 0, 255, 0, false, 0 );
dt = dt - (m_boneLength[j] - dist); j--; dist = 0; } dist += dt; i--; }
while (j >= 0) { pos[j] = chain[0]; j--; } }
//-----------------------------------------------------------------------------
// Purpose: Minimize the amount of twist between bone segments
//-----------------------------------------------------------------------------
void C_NPC_Hydra::CalcBoneAngles( const Vector pos[], Quaternion q[] ) { int i; matrix3x4_t bonematrix;
for (i = m_numHydraBones - 1; i >= 0; i--) { Vector forward; Vector left2;
if (i != m_numHydraBones - 1) { QuaternionMatrix( q[i+1], bonematrix ); MatrixGetColumn( bonematrix, 1, left2 );
forward = (pos[i+1] - pos[i]) /* + (pos[i] - pos[i-1])*/; float length = VectorNormalize( forward ); if (length == 0.0) { q[i] = q[i+1]; continue; } } else { forward = m_vecHeadDir; VectorNormalize( forward );
VectorMatrix( forward, bonematrix ); MatrixGetColumn( bonematrix, 1, left2 ); }
Vector up = CrossProduct( forward, left2 ); VectorNormalize( up );
Vector left = CrossProduct( up, forward );
MatrixSetColumn( forward, 0, bonematrix ); MatrixSetColumn( left, 1, bonematrix ); MatrixSetColumn( up, 2, bonematrix );
// MatrixQuaternion( bonematrix, q[i] );
QAngle angles; MatrixAngles( bonematrix, angles ); AngleQuaternion( angles, q[i] ); } }
bool C_NPC_Hydra::GetSoundSpatialization( SpatializationInfo_t& info ) { bool bret = BaseClass::GetSoundSpatialization( info ); // Default things it's audible, put it at a better spot?
if ( bret ) { // TODO: Note, this is where you could override the sound position and orientation and use
// an attachment points position as the sound source
// You might have to issue C_BaseAnimating::AllowBoneAccess( true, false ); to allow
// bone setup during sound spatialization if you run into asserts...
}
return bret; }
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