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485 lines
14 KiB
485 lines
14 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "bone_setup.h"
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#include "physics_bone_follower.h"
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#include "vcollide_parse.h"
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#include "saverestore_utlvector.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_SIMPLE_DATADESC( physfollower_t )
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DEFINE_FIELD( boneIndex, FIELD_INTEGER ),
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DEFINE_FIELD( hFollower, FIELD_EHANDLE ),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( CBoneFollowerManager )
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DEFINE_GLOBAL_FIELD( m_iNumBones, FIELD_INTEGER ),
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DEFINE_GLOBAL_UTLVECTOR( m_physBones, FIELD_EMBEDDED ),
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END_DATADESC()
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//================================================================================================================
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// BONE FOLLOWER MANAGER
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//================================================================================================================
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CBoneFollowerManager::CBoneFollowerManager()
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{
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m_iNumBones = 0;
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}
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CBoneFollowerManager::~CBoneFollowerManager()
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{
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// if this fires then someone isn't destroying their bonefollowers in UpdateOnRemove
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Assert(m_iNumBones==0);
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DestroyBoneFollowers();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pEntity -
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// iNumBones -
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// **pFollowerBoneNames -
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//-----------------------------------------------------------------------------
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void CBoneFollowerManager::InitBoneFollowers( CBaseAnimating *pParentEntity, int iNumBones, const char **pFollowerBoneNames )
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{
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m_iNumBones = iNumBones;
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m_physBones.EnsureCount( iNumBones );
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// Now init all the bones
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for ( int i = 0; i < iNumBones; i++ )
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{
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CreatePhysicsFollower( pParentEntity, m_physBones[i], pFollowerBoneNames[i], NULL );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBoneFollowerManager::AddBoneFollower( CBaseAnimating *pParentEntity, const char *pFollowerBoneName, solid_t *pSolid )
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{
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m_iNumBones++;
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int iIndex = m_physBones.AddToTail();
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CreatePhysicsFollower( pParentEntity, m_physBones[iIndex], pFollowerBoneName, pSolid );
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}
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// walk the hitboxes and find the first one that is attached to the physics bone in question
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// return the hitgroup of that box
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static int HitGroupFromPhysicsBone( CBaseAnimating *pAnim, int physicsBone )
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{
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CStudioHdr *pStudioHdr = pAnim->GetModelPtr( );
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mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnim->m_nHitboxSet );
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for ( int i = 0; i < set->numhitboxes; i++ )
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{
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if ( pStudioHdr->pBone( set->pHitbox(i)->bone )->physicsbone == physicsBone )
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{
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return set->pHitbox(i)->group;
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}
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}
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &follow -
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// *pBoneName -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CBoneFollowerManager::CreatePhysicsFollower( CBaseAnimating *pParentEntity, physfollower_t &follow, const char *pBoneName, solid_t *pSolid )
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{
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CStudioHdr *pStudioHdr = pParentEntity->GetModelPtr();
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matrix3x4_t boneToWorld;
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solid_t solidTmp;
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Vector bonePosition;
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QAngle boneAngles;
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int boneIndex = Studio_BoneIndexByName( pStudioHdr, pBoneName );
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if ( boneIndex >= 0 )
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{
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mstudiobone_t *pBone = pStudioHdr->pBone( boneIndex );
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int physicsBone = pBone->physicsbone;
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if ( !pSolid )
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{
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if ( !PhysModelParseSolidByIndex( solidTmp, pParentEntity, pParentEntity->GetModelIndex(), physicsBone ) )
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return false;
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pSolid = &solidTmp;
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}
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// fixup in case ragdoll is assigned to a parent of the requested follower bone
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follow.boneIndex = Studio_BoneIndexByName( pStudioHdr, pSolid->name );
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if ( follow.boneIndex < 0 )
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{
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follow.boneIndex = boneIndex;
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}
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pParentEntity->GetBoneTransform( follow.boneIndex, boneToWorld );
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MatrixAngles( boneToWorld, boneAngles, bonePosition );
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follow.hFollower = CBoneFollower::Create( pParentEntity, STRING(pParentEntity->GetModelName()), *pSolid, bonePosition, boneAngles );
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follow.hFollower->SetTraceData( physicsBone, HitGroupFromPhysicsBone( pParentEntity, physicsBone ) );
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follow.hFollower->SetBlocksLOS( pParentEntity->BlocksLOS() );
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return true;
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}
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else
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{
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Warning( "ERROR: Tried to create bone follower on invalid bone %s\n", pBoneName );
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBoneFollowerManager::UpdateBoneFollowers( CBaseAnimating *pParentEntity )
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{
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if ( m_iNumBones )
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{
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matrix3x4_t boneToWorld;
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Vector bonePosition;
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QAngle boneAngles;
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for ( int i = 0; i < m_iNumBones; i++ )
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{
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if ( !m_physBones[i].hFollower )
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continue;
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pParentEntity->GetBoneTransform( m_physBones[i].boneIndex, boneToWorld );
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MatrixAngles( boneToWorld, boneAngles, bonePosition );
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m_physBones[i].hFollower->UpdateFollower( bonePosition, boneAngles, 0.1 );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBoneFollowerManager::DestroyBoneFollowers( void )
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{
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for ( int i = 0; i < m_iNumBones; i++ )
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{
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if ( !m_physBones[i].hFollower )
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continue;
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UTIL_Remove( m_physBones[i].hFollower );
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m_physBones[i].hFollower = NULL;
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}
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m_physBones.Purge();
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m_iNumBones = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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physfollower_t *CBoneFollowerManager::GetBoneFollower( int iFollowerIndex )
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{
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Assert( iFollowerIndex >= 0 && iFollowerIndex < m_iNumBones );
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if ( iFollowerIndex >= 0 && iFollowerIndex < m_iNumBones )
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return &m_physBones[iFollowerIndex];
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Retrieve the index for a supplied bone follower
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// Input : *pFollower - Bone follower to look up
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// Output : -1 if not found, otherwise the index of the bone follower
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//-----------------------------------------------------------------------------
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int CBoneFollowerManager::GetBoneFollowerIndex( CBoneFollower *pFollower )
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{
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if ( pFollower == NULL )
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return -1;
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for ( int i = 0; i < m_iNumBones; i++ )
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{
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if ( !m_physBones[i].hFollower )
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continue;
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if ( m_physBones[i].hFollower == pFollower )
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return i;
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}
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return -1;
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}
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//================================================================================================================
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// BONE FOLLOWER
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//================================================================================================================
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CBoneFollower )
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DEFINE_FIELD( m_modelIndex, FIELD_MODELINDEX ),
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DEFINE_FIELD( m_solidIndex, FIELD_INTEGER ),
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DEFINE_FIELD( m_physicsBone, FIELD_INTEGER ),
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DEFINE_FIELD( m_hitGroup, FIELD_INTEGER ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST( CBoneFollower, DT_BoneFollower )
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SendPropModelIndex(SENDINFO(m_modelIndex)),
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SendPropInt(SENDINFO(m_solidIndex), 6, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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bool CBoneFollower::Init( CBaseEntity *pOwner, const char *pModelName, solid_t &solid, const Vector &position, const QAngle &orientation )
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{
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SetOwnerEntity( pOwner );
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UTIL_SetModel( this, pModelName );
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AddEffects( EF_NODRAW ); // invisible
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m_modelIndex = modelinfo->GetModelIndex( pModelName );
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m_solidIndex = solid.index;
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SetAbsOrigin( position );
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SetAbsAngles( orientation );
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SetMoveType( MOVETYPE_PUSH );
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SetSolid( SOLID_VPHYSICS );
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SetCollisionGroup( pOwner->GetCollisionGroup() );
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AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );
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solid.params.pGameData = (void *)this;
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IPhysicsObject *pPhysics = VPhysicsInitShadow( false, false, &solid );
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if ( !pPhysics )
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return false;
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// we can't use the default model bounds because each entity is only one bone of the model
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// so compute the OBB of the physics model and use that.
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Vector mins, maxs;
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physcollision->CollideGetAABB( &mins, &maxs, pPhysics->GetCollide(), vec3_origin, vec3_angle );
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SetCollisionBounds( mins, maxs );
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pPhysics->SetCallbackFlags( pPhysics->GetCallbackFlags() | CALLBACK_GLOBAL_TOUCH );
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pPhysics->EnableGravity( false );
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// This is not a normal shadow controller that is trying to go to a space occupied by an entity in the game physics
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// This entity is not running PhysicsPusher(), so Vphysics is supposed to move it
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// This line of code informs vphysics of that fact
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if ( pOwner->IsNPC() )
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{
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pPhysics->GetShadowController()->SetPhysicallyControlled( true );
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}
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return true;
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}
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int CBoneFollower::UpdateTransmitState()
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{
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// Send to the client for client-side collisions and visualization
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return SetTransmitState( FL_EDICT_PVSCHECK );
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}
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void CBoneFollower::VPhysicsUpdate( IPhysicsObject *pPhysics )
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{
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Vector origin;
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QAngle angles;
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pPhysics->GetPosition( &origin, &angles );
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SetAbsOrigin( origin );
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SetAbsAngles( angles );
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}
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// a little helper class to temporarily change the physics object
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// for an entity - and change it back when it goes out of scope.
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class CPhysicsSwapTemp
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{
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public:
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CPhysicsSwapTemp( CBaseEntity *pEntity, IPhysicsObject *pTmpPhysics )
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{
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Assert(pEntity);
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Assert(pTmpPhysics);
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m_pEntity = pEntity;
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m_pPhysics = m_pEntity->VPhysicsGetObject();
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if ( m_pPhysics )
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{
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m_pEntity->VPhysicsSwapObject( pTmpPhysics );
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}
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else
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{
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m_pEntity->VPhysicsSetObject( pTmpPhysics );
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}
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}
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~CPhysicsSwapTemp()
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{
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m_pEntity->VPhysicsSwapObject( m_pPhysics );
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}
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private:
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CBaseEntity *m_pEntity;
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IPhysicsObject *m_pPhysics;
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};
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void CBoneFollower::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
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{
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CBaseEntity *pOwner = GetOwnerEntity();
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if ( pOwner )
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{
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CPhysicsSwapTemp tmp(pOwner, pEvent->pObjects[index] );
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pOwner->VPhysicsCollision( index, pEvent );
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}
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}
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void CBoneFollower::VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent )
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{
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CBaseEntity *pOwner = GetOwnerEntity();
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if ( pOwner )
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{
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CPhysicsSwapTemp tmp(pOwner, pEvent->pObjects[index] );
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pOwner->VPhysicsShadowCollision( index, pEvent );
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}
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}
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void CBoneFollower::VPhysicsFriction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit )
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{
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CBaseEntity *pOwner = GetOwnerEntity();
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if ( pOwner )
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{
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CPhysicsSwapTemp tmp(pOwner, pObject );
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pOwner->VPhysicsFriction( pObject, energy, surfaceProps, surfacePropsHit );
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}
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}
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bool CBoneFollower::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
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{
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vcollide_t *pCollide = modelinfo->GetVCollide( GetModelIndex() );
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Assert( pCollide && pCollide->solidCount > m_solidIndex );
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UTIL_ClearTrace( trace );
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physcollision->TraceBox( ray, pCollide->solids[m_solidIndex], GetAbsOrigin(), GetAbsAngles(), &trace );
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if ( trace.fraction >= 1 )
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return false;
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// return owner as trace hit
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trace.m_pEnt = GetOwnerEntity();
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trace.hitgroup = m_hitGroup;
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trace.physicsbone = m_physicsBone;
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return true;
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}
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void CBoneFollower::UpdateFollower( const Vector &position, const QAngle &orientation, float flInterval )
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{
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// UNDONE: Shadow update needs timing info?
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VPhysicsGetObject()->UpdateShadow( position, orientation, false, flInterval );
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}
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void CBoneFollower::SetTraceData( int physicsBone, int hitGroup )
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{
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m_hitGroup = hitGroup;
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m_physicsBone = physicsBone;
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}
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CBoneFollower *CBoneFollower::Create( CBaseEntity *pOwner, const char *pModelName, solid_t &solid, const Vector &position, const QAngle &orientation )
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{
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CBoneFollower *pFollower = (CBoneFollower *)CreateEntityByName( "phys_bone_follower" );
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if ( pFollower )
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{
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pFollower->Init( pOwner, pModelName, solid, position, orientation );
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}
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return pFollower;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBoneFollower::ObjectCaps()
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{
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CBaseEntity *pOwner = GetOwnerEntity();
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if ( pOwner )
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{
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if( pOwner->m_iGlobalname != NULL_STRING )
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{
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int caps = BaseClass::ObjectCaps() | pOwner->ObjectCaps();
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caps &= ~FCAP_ACROSS_TRANSITION;
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return caps;
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}
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}
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return BaseClass::ObjectCaps();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBoneFollower::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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CBaseEntity *pOwner = GetOwnerEntity();
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if ( pOwner )
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{
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pOwner->Use( pActivator, pCaller, useType, value );
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return;
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}
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BaseClass::Use( pActivator, pCaller, useType, value );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Pass on Touch calls to the entity we're following
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//-----------------------------------------------------------------------------
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void CBoneFollower::Touch( CBaseEntity *pOther )
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{
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CBaseEntity *pOwner = GetOwnerEntity();
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if ( pOwner )
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{
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//TODO: fill in the touch trace with the hitbox number associated with this bone
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pOwner->Touch( pOther );
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return;
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}
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BaseClass::Touch( pOther );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Pass on trace attack calls to the entity we're following
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//-----------------------------------------------------------------------------
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void CBoneFollower::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
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{
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CBaseEntity *pOwner = GetOwnerEntity();
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if ( pOwner )
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{
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pOwner->DispatchTraceAttack( info, vecDir, ptr, pAccumulator );
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return;
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}
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BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
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}
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LINK_ENTITY_TO_CLASS( phys_bone_follower, CBoneFollower );
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// create a manager and a list of followers directly from a ragdoll
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void CreateBoneFollowersFromRagdoll( CBaseAnimating *pEntity, CBoneFollowerManager *pManager, vcollide_t *pCollide )
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{
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IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues );
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while ( !pParse->Finished() )
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{
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const char *pBlock = pParse->GetCurrentBlockName();
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if ( !strcmpi( pBlock, "solid" ) )
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{
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solid_t solid;
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pParse->ParseSolid( &solid, NULL );
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// collisions are off by default, turn them on
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solid.params.enableCollisions = true;
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solid.params.pName = STRING(pEntity->GetModelName());
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pManager->AddBoneFollower( pEntity, solid.name, &solid );
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}
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else
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{
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pParse->SkipBlock();
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}
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}
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}
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