Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "bone_setup.h"
#include "physics_bone_follower.h"
#include "vcollide_parse.h"
#include "saverestore_utlvector.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_SIMPLE_DATADESC( physfollower_t )
DEFINE_FIELD( boneIndex, FIELD_INTEGER ),
DEFINE_FIELD( hFollower, FIELD_EHANDLE ),
END_DATADESC()
BEGIN_SIMPLE_DATADESC( CBoneFollowerManager )
DEFINE_GLOBAL_FIELD( m_iNumBones, FIELD_INTEGER ),
DEFINE_GLOBAL_UTLVECTOR( m_physBones, FIELD_EMBEDDED ),
END_DATADESC()
//================================================================================================================
// BONE FOLLOWER MANAGER
//================================================================================================================
CBoneFollowerManager::CBoneFollowerManager()
{
m_iNumBones = 0;
}
CBoneFollowerManager::~CBoneFollowerManager()
{
// if this fires then someone isn't destroying their bonefollowers in UpdateOnRemove
Assert(m_iNumBones==0);
DestroyBoneFollowers();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
// iNumBones -
// **pFollowerBoneNames -
//-----------------------------------------------------------------------------
void CBoneFollowerManager::InitBoneFollowers( CBaseAnimating *pParentEntity, int iNumBones, const char **pFollowerBoneNames )
{
m_iNumBones = iNumBones;
m_physBones.EnsureCount( iNumBones );
// Now init all the bones
for ( int i = 0; i < iNumBones; i++ )
{
CreatePhysicsFollower( pParentEntity, m_physBones[i], pFollowerBoneNames[i], NULL );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBoneFollowerManager::AddBoneFollower( CBaseAnimating *pParentEntity, const char *pFollowerBoneName, solid_t *pSolid )
{
m_iNumBones++;
int iIndex = m_physBones.AddToTail();
CreatePhysicsFollower( pParentEntity, m_physBones[iIndex], pFollowerBoneName, pSolid );
}
// walk the hitboxes and find the first one that is attached to the physics bone in question
// return the hitgroup of that box
static int HitGroupFromPhysicsBone( CBaseAnimating *pAnim, int physicsBone )
{
CStudioHdr *pStudioHdr = pAnim->GetModelPtr( );
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnim->m_nHitboxSet );
for ( int i = 0; i < set->numhitboxes; i++ )
{
if ( pStudioHdr->pBone( set->pHitbox(i)->bone )->physicsbone == physicsBone )
{
return set->pHitbox(i)->group;
}
}
return 0;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &follow -
// *pBoneName -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBoneFollowerManager::CreatePhysicsFollower( CBaseAnimating *pParentEntity, physfollower_t &follow, const char *pBoneName, solid_t *pSolid )
{
CStudioHdr *pStudioHdr = pParentEntity->GetModelPtr();
matrix3x4_t boneToWorld;
solid_t solidTmp;
Vector bonePosition;
QAngle boneAngles;
int boneIndex = Studio_BoneIndexByName( pStudioHdr, pBoneName );
if ( boneIndex >= 0 )
{
mstudiobone_t *pBone = pStudioHdr->pBone( boneIndex );
int physicsBone = pBone->physicsbone;
if ( !pSolid )
{
if ( !PhysModelParseSolidByIndex( solidTmp, pParentEntity, pParentEntity->GetModelIndex(), physicsBone ) )
return false;
pSolid = &solidTmp;
}
// fixup in case ragdoll is assigned to a parent of the requested follower bone
follow.boneIndex = Studio_BoneIndexByName( pStudioHdr, pSolid->name );
if ( follow.boneIndex < 0 )
{
follow.boneIndex = boneIndex;
}
pParentEntity->GetBoneTransform( follow.boneIndex, boneToWorld );
MatrixAngles( boneToWorld, boneAngles, bonePosition );
follow.hFollower = CBoneFollower::Create( pParentEntity, STRING(pParentEntity->GetModelName()), *pSolid, bonePosition, boneAngles );
follow.hFollower->SetTraceData( physicsBone, HitGroupFromPhysicsBone( pParentEntity, physicsBone ) );
follow.hFollower->SetBlocksLOS( pParentEntity->BlocksLOS() );
return true;
}
else
{
Warning( "ERROR: Tried to create bone follower on invalid bone %s\n", pBoneName );
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBoneFollowerManager::UpdateBoneFollowers( CBaseAnimating *pParentEntity )
{
if ( m_iNumBones )
{
matrix3x4_t boneToWorld;
Vector bonePosition;
QAngle boneAngles;
for ( int i = 0; i < m_iNumBones; i++ )
{
if ( !m_physBones[i].hFollower )
continue;
pParentEntity->GetBoneTransform( m_physBones[i].boneIndex, boneToWorld );
MatrixAngles( boneToWorld, boneAngles, bonePosition );
m_physBones[i].hFollower->UpdateFollower( bonePosition, boneAngles, 0.1 );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBoneFollowerManager::DestroyBoneFollowers( void )
{
for ( int i = 0; i < m_iNumBones; i++ )
{
if ( !m_physBones[i].hFollower )
continue;
UTIL_Remove( m_physBones[i].hFollower );
m_physBones[i].hFollower = NULL;
}
m_physBones.Purge();
m_iNumBones = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
physfollower_t *CBoneFollowerManager::GetBoneFollower( int iFollowerIndex )
{
Assert( iFollowerIndex >= 0 && iFollowerIndex < m_iNumBones );
if ( iFollowerIndex >= 0 && iFollowerIndex < m_iNumBones )
return &m_physBones[iFollowerIndex];
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Retrieve the index for a supplied bone follower
// Input : *pFollower - Bone follower to look up
// Output : -1 if not found, otherwise the index of the bone follower
//-----------------------------------------------------------------------------
int CBoneFollowerManager::GetBoneFollowerIndex( CBoneFollower *pFollower )
{
if ( pFollower == NULL )
return -1;
for ( int i = 0; i < m_iNumBones; i++ )
{
if ( !m_physBones[i].hFollower )
continue;
if ( m_physBones[i].hFollower == pFollower )
return i;
}
return -1;
}
//================================================================================================================
// BONE FOLLOWER
//================================================================================================================
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CBoneFollower )
DEFINE_FIELD( m_modelIndex, FIELD_MODELINDEX ),
DEFINE_FIELD( m_solidIndex, FIELD_INTEGER ),
DEFINE_FIELD( m_physicsBone, FIELD_INTEGER ),
DEFINE_FIELD( m_hitGroup, FIELD_INTEGER ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CBoneFollower, DT_BoneFollower )
SendPropModelIndex(SENDINFO(m_modelIndex)),
SendPropInt(SENDINFO(m_solidIndex), 6, SPROP_UNSIGNED ),
END_SEND_TABLE()
bool CBoneFollower::Init( CBaseEntity *pOwner, const char *pModelName, solid_t &solid, const Vector &position, const QAngle &orientation )
{
SetOwnerEntity( pOwner );
UTIL_SetModel( this, pModelName );
AddEffects( EF_NODRAW ); // invisible
m_modelIndex = modelinfo->GetModelIndex( pModelName );
m_solidIndex = solid.index;
SetAbsOrigin( position );
SetAbsAngles( orientation );
SetMoveType( MOVETYPE_PUSH );
SetSolid( SOLID_VPHYSICS );
SetCollisionGroup( pOwner->GetCollisionGroup() );
AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );
solid.params.pGameData = (void *)this;
IPhysicsObject *pPhysics = VPhysicsInitShadow( false, false, &solid );
if ( !pPhysics )
return false;
// we can't use the default model bounds because each entity is only one bone of the model
// so compute the OBB of the physics model and use that.
Vector mins, maxs;
physcollision->CollideGetAABB( &mins, &maxs, pPhysics->GetCollide(), vec3_origin, vec3_angle );
SetCollisionBounds( mins, maxs );
pPhysics->SetCallbackFlags( pPhysics->GetCallbackFlags() | CALLBACK_GLOBAL_TOUCH );
pPhysics->EnableGravity( false );
// This is not a normal shadow controller that is trying to go to a space occupied by an entity in the game physics
// This entity is not running PhysicsPusher(), so Vphysics is supposed to move it
// This line of code informs vphysics of that fact
if ( pOwner->IsNPC() )
{
pPhysics->GetShadowController()->SetPhysicallyControlled( true );
}
return true;
}
int CBoneFollower::UpdateTransmitState()
{
// Send to the client for client-side collisions and visualization
return SetTransmitState( FL_EDICT_PVSCHECK );
}
void CBoneFollower::VPhysicsUpdate( IPhysicsObject *pPhysics )
{
Vector origin;
QAngle angles;
pPhysics->GetPosition( &origin, &angles );
SetAbsOrigin( origin );
SetAbsAngles( angles );
}
// a little helper class to temporarily change the physics object
// for an entity - and change it back when it goes out of scope.
class CPhysicsSwapTemp
{
public:
CPhysicsSwapTemp( CBaseEntity *pEntity, IPhysicsObject *pTmpPhysics )
{
Assert(pEntity);
Assert(pTmpPhysics);
m_pEntity = pEntity;
m_pPhysics = m_pEntity->VPhysicsGetObject();
if ( m_pPhysics )
{
m_pEntity->VPhysicsSwapObject( pTmpPhysics );
}
else
{
m_pEntity->VPhysicsSetObject( pTmpPhysics );
}
}
~CPhysicsSwapTemp()
{
m_pEntity->VPhysicsSwapObject( m_pPhysics );
}
private:
CBaseEntity *m_pEntity;
IPhysicsObject *m_pPhysics;
};
void CBoneFollower::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
{
CBaseEntity *pOwner = GetOwnerEntity();
if ( pOwner )
{
CPhysicsSwapTemp tmp(pOwner, pEvent->pObjects[index] );
pOwner->VPhysicsCollision( index, pEvent );
}
}
void CBoneFollower::VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent )
{
CBaseEntity *pOwner = GetOwnerEntity();
if ( pOwner )
{
CPhysicsSwapTemp tmp(pOwner, pEvent->pObjects[index] );
pOwner->VPhysicsShadowCollision( index, pEvent );
}
}
void CBoneFollower::VPhysicsFriction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit )
{
CBaseEntity *pOwner = GetOwnerEntity();
if ( pOwner )
{
CPhysicsSwapTemp tmp(pOwner, pObject );
pOwner->VPhysicsFriction( pObject, energy, surfaceProps, surfacePropsHit );
}
}
bool CBoneFollower::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
{
vcollide_t *pCollide = modelinfo->GetVCollide( GetModelIndex() );
Assert( pCollide && pCollide->solidCount > m_solidIndex );
UTIL_ClearTrace( trace );
physcollision->TraceBox( ray, pCollide->solids[m_solidIndex], GetAbsOrigin(), GetAbsAngles(), &trace );
if ( trace.fraction >= 1 )
return false;
// return owner as trace hit
trace.m_pEnt = GetOwnerEntity();
trace.hitgroup = m_hitGroup;
trace.physicsbone = m_physicsBone;
return true;
}
void CBoneFollower::UpdateFollower( const Vector &position, const QAngle &orientation, float flInterval )
{
// UNDONE: Shadow update needs timing info?
VPhysicsGetObject()->UpdateShadow( position, orientation, false, flInterval );
}
void CBoneFollower::SetTraceData( int physicsBone, int hitGroup )
{
m_hitGroup = hitGroup;
m_physicsBone = physicsBone;
}
CBoneFollower *CBoneFollower::Create( CBaseEntity *pOwner, const char *pModelName, solid_t &solid, const Vector &position, const QAngle &orientation )
{
CBoneFollower *pFollower = (CBoneFollower *)CreateEntityByName( "phys_bone_follower" );
if ( pFollower )
{
pFollower->Init( pOwner, pModelName, solid, position, orientation );
}
return pFollower;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBoneFollower::ObjectCaps()
{
CBaseEntity *pOwner = GetOwnerEntity();
if ( pOwner )
{
if( pOwner->m_iGlobalname != NULL_STRING )
{
int caps = BaseClass::ObjectCaps() | pOwner->ObjectCaps();
caps &= ~FCAP_ACROSS_TRANSITION;
return caps;
}
}
return BaseClass::ObjectCaps();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBoneFollower::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
CBaseEntity *pOwner = GetOwnerEntity();
if ( pOwner )
{
pOwner->Use( pActivator, pCaller, useType, value );
return;
}
BaseClass::Use( pActivator, pCaller, useType, value );
}
//-----------------------------------------------------------------------------
// Purpose: Pass on Touch calls to the entity we're following
//-----------------------------------------------------------------------------
void CBoneFollower::Touch( CBaseEntity *pOther )
{
CBaseEntity *pOwner = GetOwnerEntity();
if ( pOwner )
{
//TODO: fill in the touch trace with the hitbox number associated with this bone
pOwner->Touch( pOther );
return;
}
BaseClass::Touch( pOther );
}
//-----------------------------------------------------------------------------
// Purpose: Pass on trace attack calls to the entity we're following
//-----------------------------------------------------------------------------
void CBoneFollower::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
CBaseEntity *pOwner = GetOwnerEntity();
if ( pOwner )
{
pOwner->DispatchTraceAttack( info, vecDir, ptr, pAccumulator );
return;
}
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
}
LINK_ENTITY_TO_CLASS( phys_bone_follower, CBoneFollower );
// create a manager and a list of followers directly from a ragdoll
void CreateBoneFollowersFromRagdoll( CBaseAnimating *pEntity, CBoneFollowerManager *pManager, vcollide_t *pCollide )
{
IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues );
while ( !pParse->Finished() )
{
const char *pBlock = pParse->GetCurrentBlockName();
if ( !strcmpi( pBlock, "solid" ) )
{
solid_t solid;
pParse->ParseSolid( &solid, NULL );
// collisions are off by default, turn them on
solid.params.enableCollisions = true;
solid.params.pName = STRING(pEntity->GetModelName());
pManager->AddBoneFollower( pEntity, solid.name, &solid );
}
else
{
pParse->SkipBlock();
}
}
}