Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef PHYSICS_BONE_FOLLOWER_H
#define PHYSICS_BONE_FOLLOWER_H
#ifdef _WIN32
#pragma once
#endif
class CBoneFollower;
//
// To use bone followers in an entity, contain a CBoneFollowerManager in it. Then:
// - Call InitBoneFollowers() in the entity's CreateVPhysics().
// - Call UpdateBoneFollowers() after you move your bones.
// - Call DestroyBoneFollowers() when your entity's removed
struct physfollower_t
{
DECLARE_SIMPLE_DATADESC();
int boneIndex;
CHandle<CBoneFollower> hFollower;
};
struct vcollide_t;
// create a manager and a list of followers directly from a ragdoll
void CreateBoneFollowersFromRagdoll( CBaseAnimating *pEntity, class CBoneFollowerManager *pManager, vcollide_t *pCollide );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CBoneFollowerManager
{
DECLARE_SIMPLE_DATADESC();
public:
CBoneFollowerManager();
~CBoneFollowerManager();
// Use either of these to create the bone followers in your entity's CreateVPhysics()
void InitBoneFollowers( CBaseAnimating *pParentEntity, int iNumBones, const char **pFollowerBoneNames );
void AddBoneFollower( CBaseAnimating *pParentEntity, const char *pFollowerBoneName, solid_t *pSolid = NULL ); // Adds a single bone follower
// Call this after you move your bones
void UpdateBoneFollowers( CBaseAnimating *pParentEntity );
// Call this when your entity's removed
void DestroyBoneFollowers( void );
physfollower_t *GetBoneFollower( int iFollowerIndex );
int GetBoneFollowerIndex( CBoneFollower *pFollower );
int GetNumBoneFollowers( void ) const { return m_iNumBones; }
private:
bool CreatePhysicsFollower( CBaseAnimating *pParentEntity, physfollower_t &follow, const char *pBoneName, solid_t *pSolid );
private:
int m_iNumBones;
CUtlVector<physfollower_t> m_physBones;
};
class CBoneFollower : public CBaseEntity
{
DECLARE_CLASS( CBoneFollower, CBaseEntity );
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
public:
// CBaseEntity
void VPhysicsUpdate( IPhysicsObject *pPhysics );
int UpdateTransmitState(void);
// NOTE: These are forwarded to the parent object!
void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
void VPhysicsFriction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit );
void VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent );
bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
int ObjectCaps( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Touch( CBaseEntity *pOther );
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
// locals
bool Init( CBaseEntity *pOwner, const char *pModelName, solid_t &solid, const Vector &position, const QAngle &orientation );
void UpdateFollower( const Vector &position, const QAngle &orientation, float flInterval );
void SetTraceData( int physicsBone, int hitGroup );
// factory
static CBoneFollower *Create( CBaseEntity *pOwner, const char *pModelName, solid_t &solid, const Vector &position, const QAngle &orientation );
private:
CNetworkVar( int, m_modelIndex );
CNetworkVar( int, m_solidIndex );
int m_physicsBone;
int m_hitGroup;
};
#endif // PHYSICS_BONE_FOLLOWER_H