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625 lines
17 KiB
625 lines
17 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: particle system definitions
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//
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//===========================================================================//
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#include "cbase.h"
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#include "particles/particles.h"
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#include "baseparticleentity.h"
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#include "entityparticletrail_shared.h"
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#include "collisionutils.h"
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#if defined( CLIENT_DLL )
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#include "c_pixel_visibility.h"
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#endif
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#ifdef TF_CLIENT_DLL
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#include "tf_shareddefs.h"
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#endif
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#ifdef GAME_DLL
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#include "ai_utils.h"
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#endif
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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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//-----------------------------------------------------------------------------
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// Interface to allow the particle system to call back into the game code
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//-----------------------------------------------------------------------------
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class CParticleSystemQuery : public CBaseAppSystem< IParticleSystemQuery >
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{
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public:
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// Inherited from IParticleSystemQuery
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virtual void GetLightingAtPoint( const Vector& vecOrigin, Color &cTint );
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virtual void TraceLine( const Vector& vecAbsStart,
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const Vector& vecAbsEnd, unsigned int mask,
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const IHandleEntity *ignore,
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int collisionGroup, CBaseTrace *ptr );
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virtual bool MovePointInsideControllingObject( CParticleCollection *pParticles,
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void *pObject,
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Vector *pPnt );
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virtual void GetRandomPointsOnControllingObjectHitBox(
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CParticleCollection *pParticles,
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int nControlPointNumber,
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int nNumPtsOut,
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float flBBoxScale,
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int nNumTrysToGetAPointInsideTheModel,
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Vector *pPntsOut,
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Vector vecDirectionalBias,
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Vector *pHitBoxRelativeCoordOut,
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int *pHitBoxIndexOut
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);
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virtual int GetCollisionGroupFromName( const char *pszCollisionGroupName );
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virtual int GetControllingObjectHitBoxInfo(
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CParticleCollection *pParticles,
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int nControlPointNumber,
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int nBufSize, // # of output slots available
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ModelHitBoxInfo_t *pHitBoxOutputBuffer );
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virtual bool IsPointInControllingObjectHitBox(
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CParticleCollection *pParticles,
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int nControlPointNumber, Vector vecPos, bool bBBoxOnly );
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virtual Vector GetLocalPlayerPos( void );
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virtual void GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL );
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virtual float GetPixelVisibility( int *pQueryHandle, const Vector &vecOrigin, float flScale );
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virtual void SetUpLightingEnvironment( const Vector& pos );
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};
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static CParticleSystemQuery s_ParticleSystemQuery;
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IParticleSystemQuery *g_pParticleSystemQuery = &s_ParticleSystemQuery;
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//-----------------------------------------------------------------------------
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// Exposes the interface (so tools can get at it)
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//-----------------------------------------------------------------------------
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#ifdef CLIENT_DLL
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CParticleSystemQuery, IParticleSystemQuery, PARTICLE_SYSTEM_QUERY_INTERFACE_VERSION, s_ParticleSystemQuery );
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#endif
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static CThreadFastMutex s_LightMutex;
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// This mutex exists because EntityToWorldTransform was not threadsafe, and could potentially have been called from multiple
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// particle update threads. It has now been fixed to be threadsafe, so this mutex can safely just be a no-op (meaingful perf win for this).
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// static CThreadFastMutex s_BoneMutex;
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static CThreadNullMutex s_BoneMutex;
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//-----------------------------------------------------------------------------
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// Inherited from IParticleSystemQuery
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//-----------------------------------------------------------------------------
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void CParticleSystemQuery::GetLightingAtPoint( const Vector& vecOrigin, Color &cTint )
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{
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#ifdef GAME_DLL
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// FIXME: Go through to the engine from the server to get these values
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cTint.SetColor( 255, 255, 255, 255 );
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#else
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if ( engine->IsInGame() )
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{
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s_LightMutex.Lock();
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// Compute our lighting at our position
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Vector totalColor = engine->GetLightForPoint( vecOrigin, true );
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s_LightMutex.Unlock();
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// Get our lighting information
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cTint.SetColor( totalColor.x*255, totalColor.y*255, totalColor.z*255, 0 );
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}
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else
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{
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// FIXME: Go through to the engine from the server to get these values
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cTint.SetColor( 255, 255, 255, 255 );
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}
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#endif
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}
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void CParticleSystemQuery::SetUpLightingEnvironment( const Vector& pos )
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{
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#ifndef GAME_DLL
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if ( !engine->IsInGame() )
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return;
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s_LightMutex.Lock();
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modelrender->SetupLighting( pos );
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s_LightMutex.Unlock();
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#endif
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}
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void CParticleSystemQuery::TraceLine( const Vector& vecAbsStart,
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const Vector& vecAbsEnd, unsigned int mask,
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const IHandleEntity *ignore,
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int collisionGroup, CBaseTrace *ptr )
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{
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bool bDoTrace = false;
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#ifndef GAME_DLL
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bDoTrace = engine->IsInGame();
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#endif
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if ( bDoTrace )
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{
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trace_t tempTrace;
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UTIL_TraceLine( vecAbsStart, vecAbsEnd, mask, ignore, collisionGroup, &tempTrace );
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memcpy( ptr, &tempTrace, sizeof ( CBaseTrace ) );
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}
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else
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{
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ptr->startsolid = 0;
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ptr->fraction = 1.0;
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}
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}
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bool CParticleSystemQuery::MovePointInsideControllingObject(
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CParticleCollection *pParticles, void *pObject, Vector *pPnt )
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{
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#ifdef GAME_DLL
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return true;
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#else
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if (! pObject )
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return true; // accept the input point unmodified
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Ray_t ray;
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trace_t tr;
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ray.Init( *pPnt, *pPnt );
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enginetrace->ClipRayToEntity( ray, MASK_ALL, (CBaseEntity *) pObject, &tr );
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return ( tr.startsolid );
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#endif
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}
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static float GetSurfaceCoord( float flRand, float flMinX, float flMaxX )
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{
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return Lerp( flRand, flMinX, flMaxX );
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}
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void CParticleSystemQuery::GetRandomPointsOnControllingObjectHitBox(
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CParticleCollection *pParticles,
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int nControlPointNumber,
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int nNumPtsOut,
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float flBBoxScale,
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int nNumTrysToGetAPointInsideTheModel,
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Vector *pPntsOut,
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Vector vecDirectionalBias,
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Vector *pHitBoxRelativeCoordOut,
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int *pHitBoxIndexOut
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)
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{
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bool bSucesss = false;
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#ifndef GAME_DLL
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EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject );
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CBaseEntity *pMoveParent = NULL;
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if ( phMoveParent )
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{
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pMoveParent = *( phMoveParent );
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}
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if ( pMoveParent )
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{
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float flRandMax = flBBoxScale;
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float flRandMin = 1.0 - flBBoxScale;
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Vector vecBasePos;
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pParticles->GetControlPointAtTime( nControlPointNumber, pParticles->m_flCurTime, &vecBasePos );
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s_BoneMutex.Lock();
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C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
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if ( pAnimating )
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{
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matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
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if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
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{
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studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
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if ( pStudioHdr )
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{
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mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
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if ( set )
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{
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bSucesss = true;
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Vector vecWorldPosition(0, 0, 0);
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float u = 0, v = 0, w = 0;
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int nHitbox = 0;
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int nNumIters = nNumTrysToGetAPointInsideTheModel;
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if (! vecDirectionalBias.IsZero( 0.0001 ) )
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nNumIters = MAX( nNumIters, 5 );
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for( int i=0 ; i < nNumPtsOut; i++)
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{
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int nTryCnt = nNumIters;
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float flBestPointGoodness = -1.0e20;
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do
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{
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int nTryHitbox = pParticles->RandomInt( 0, set->numhitboxes - 1 );
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mstudiobbox_t *pBox = set->pHitbox(nTryHitbox);
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float flTryU = pParticles->RandomFloat( flRandMin, flRandMax );
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float flTryV = pParticles->RandomFloat( flRandMin, flRandMax );
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float flTryW = pParticles->RandomFloat( flRandMin, flRandMax );
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Vector vecLocalPosition;
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vecLocalPosition.x = GetSurfaceCoord( flTryU, pBox->bbmin.x * pAnimating->GetModelScale(), pBox->bbmax.x * pAnimating->GetModelScale() );
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vecLocalPosition.y = GetSurfaceCoord( flTryV, pBox->bbmin.y * pAnimating->GetModelScale(), pBox->bbmax.y * pAnimating->GetModelScale() );
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vecLocalPosition.z = GetSurfaceCoord( flTryW, pBox->bbmin.z * pAnimating->GetModelScale(), pBox->bbmax.z * pAnimating->GetModelScale() );
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Vector vecTryWorldPosition;
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VectorTransform( vecLocalPosition, *hitboxbones[pBox->bone], vecTryWorldPosition );
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float flPointGoodness = pParticles->RandomFloat( 0, 72 )
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+ DotProduct( vecTryWorldPosition - vecBasePos,
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vecDirectionalBias );
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if ( nNumTrysToGetAPointInsideTheModel )
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{
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// do a point in solid test
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Ray_t ray;
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trace_t tr;
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ray.Init( vecTryWorldPosition, vecTryWorldPosition );
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enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
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if ( tr.startsolid )
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flPointGoodness += 1000.; // got a point inside!
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}
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if ( flPointGoodness > flBestPointGoodness )
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{
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u = flTryU;
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v = flTryV;
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w = flTryW;
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vecWorldPosition = vecTryWorldPosition;
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nHitbox = nTryHitbox;
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flBestPointGoodness = flPointGoodness;
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}
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} while ( nTryCnt-- );
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*( pPntsOut++ ) = vecWorldPosition;
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if ( pHitBoxRelativeCoordOut )
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( pHitBoxRelativeCoordOut++ )->Init( u, v, w );
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if ( pHitBoxIndexOut )
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*( pHitBoxIndexOut++ ) = nHitbox;
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}
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}
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}
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}
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}
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if ( pMoveParent->IsBrushModel() )
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{
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Vector vecMin;
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Vector vecMax;
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matrix3x4_t matOrientation;
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Vector VecOrigin;
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pMoveParent->GetRenderBounds( vecMin, vecMax );
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VecOrigin = pMoveParent->GetRenderOrigin();
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matOrientation = pMoveParent->EntityToWorldTransform();
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Vector vecWorldPosition(0, 0, 0);
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float u = 0, v = 0, w = 0;
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int nHitbox = 0;
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int nNumIters = nNumTrysToGetAPointInsideTheModel;
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if (! vecDirectionalBias.IsZero( 0.0001 ) )
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nNumIters = MAX( nNumIters, 5 );
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for( int i=0 ; i < nNumPtsOut; i++)
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{
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int nTryCnt = nNumIters;
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float flBestPointGoodness = -1.0e20;
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do
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{
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float flTryU = pParticles->RandomFloat( flRandMin, flRandMax );
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float flTryV = pParticles->RandomFloat( flRandMin, flRandMax );
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float flTryW = pParticles->RandomFloat( flRandMin, flRandMax );
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Vector vecLocalPosition;
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vecLocalPosition.x = GetSurfaceCoord( flTryU, vecMin.x, vecMax.x );
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vecLocalPosition.y = GetSurfaceCoord( flTryV, vecMin.y, vecMax.y );
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vecLocalPosition.z = GetSurfaceCoord( flTryW, vecMin.z, vecMax.z );
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Vector vecTryWorldPosition;
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VectorTransform( vecLocalPosition, matOrientation, vecTryWorldPosition );
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float flPointGoodness = pParticles->RandomFloat( 0, 72 )
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+ DotProduct( vecTryWorldPosition - vecBasePos,
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vecDirectionalBias );
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if ( nNumTrysToGetAPointInsideTheModel )
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{
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// do a point in solid test
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Ray_t ray;
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trace_t tr;
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ray.Init( vecTryWorldPosition, vecTryWorldPosition );
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enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
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if ( tr.startsolid )
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flPointGoodness += 1000.; // got a point inside!
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}
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if ( flPointGoodness > flBestPointGoodness )
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{
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u = flTryU;
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v = flTryV;
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w = flTryW;
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vecWorldPosition = vecTryWorldPosition;
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nHitbox = 0;
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flBestPointGoodness = flPointGoodness;
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}
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} while ( nTryCnt-- );
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*( pPntsOut++ ) = vecWorldPosition;
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if ( pHitBoxRelativeCoordOut )
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( pHitBoxRelativeCoordOut++ )->Init( u, v, w );
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if ( pHitBoxIndexOut )
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*( pHitBoxIndexOut++ ) = nHitbox;
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}
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}
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s_BoneMutex.Unlock();
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}
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#endif
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if (! bSucesss )
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{
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// don't have a model or am in editor or something - fill return with control point
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for( int i=0 ; i < nNumPtsOut; i++)
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{
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pPntsOut[i] = pParticles->m_ControlPoints[nControlPointNumber].m_Position; // fallback if anything goes wrong
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if ( pHitBoxIndexOut )
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pHitBoxIndexOut[i] = 0;
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if ( pHitBoxRelativeCoordOut )
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pHitBoxRelativeCoordOut[i].Init();
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}
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}
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}
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int CParticleSystemQuery::GetControllingObjectHitBoxInfo(
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CParticleCollection *pParticles,
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int nControlPointNumber,
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int nBufSize, // # of output slots available
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ModelHitBoxInfo_t *pHitBoxOutputBuffer )
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{
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int nRet = 0;
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#ifndef GAME_DLL
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s_BoneMutex.Lock();
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EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject );
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CBaseEntity *pMoveParent = NULL;
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if ( phMoveParent )
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{
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pMoveParent = *( phMoveParent );
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}
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if ( pMoveParent )
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{
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C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
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if ( pAnimating )
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{
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matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
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if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
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{
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studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
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if ( pStudioHdr )
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{
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mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
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if ( set )
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{
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nRet = MIN( nBufSize, set->numhitboxes );
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for( int i=0 ; i < nRet; i++ )
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{
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mstudiobbox_t *pBox = set->pHitbox( i );
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pHitBoxOutputBuffer[i].m_vecBoxMins.x = pBox->bbmin.x;
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pHitBoxOutputBuffer[i].m_vecBoxMins.y = pBox->bbmin.y;
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pHitBoxOutputBuffer[i].m_vecBoxMins.z = pBox->bbmin.z;
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pHitBoxOutputBuffer[i].m_vecBoxMaxes.x = pBox->bbmax.x;
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pHitBoxOutputBuffer[i].m_vecBoxMaxes.y = pBox->bbmax.y;
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pHitBoxOutputBuffer[i].m_vecBoxMaxes.z = pBox->bbmax.z;
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pHitBoxOutputBuffer[i].m_Transform = *hitboxbones[pBox->bone];
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}
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}
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}
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}
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}
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if ( pMoveParent->IsBrushModel() )
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{
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Vector vecMin;
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Vector vecMax;
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matrix3x4_t matOrientation;
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pMoveParent->GetRenderBounds( vecMin, vecMax );
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matOrientation = pMoveParent->EntityToWorldTransform();
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pHitBoxOutputBuffer[0].m_vecBoxMins = vecMin;
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pHitBoxOutputBuffer[0].m_vecBoxMaxes = vecMax;
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pHitBoxOutputBuffer[0].m_Transform = matOrientation;
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nRet = 1;
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}
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}
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s_BoneMutex.Unlock();
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#endif
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return nRet;
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}
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bool CParticleSystemQuery::IsPointInControllingObjectHitBox(
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CParticleCollection *pParticles,
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int nControlPointNumber, Vector vecPos, bool bBBoxOnly )
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{
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bool bSuccess = false;
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#ifndef GAME_DLL
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EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject );
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CBaseEntity *pMoveParent = NULL;
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if ( phMoveParent )
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{
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pMoveParent = *( phMoveParent );
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}
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if ( pMoveParent )
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{
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s_BoneMutex.Lock();
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C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
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bool bInBBox = false;
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Vector vecBBoxMin;
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Vector vecBBoxMax;
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Vector vecOrigin;
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vecBBoxMin = pMoveParent->CollisionProp()->OBBMins();
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vecBBoxMax = pMoveParent->CollisionProp()->OBBMaxs();
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matrix3x4_t matOrientation;
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matOrientation = pMoveParent->EntityToWorldTransform();
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Vector vecLocalPos;
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VectorITransform( vecPos, matOrientation, vecLocalPos );
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if ( IsPointInBox( vecLocalPos, vecBBoxMin, vecBBoxMax ) )
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bInBBox = true;
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if ( bInBBox && bBBoxOnly )
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bSuccess = true;
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else if ( pAnimating && bInBBox )
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{
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matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
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if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
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{
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studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
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if ( pStudioHdr )
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{
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mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
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if ( set )
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{
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// do a point in solid test
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Ray_t ray;
|
|
trace_t tr;
|
|
ray.Init( vecPos, vecPos );
|
|
enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
|
|
if ( tr.startsolid )
|
|
bSuccess = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( pMoveParent->IsBrushModel() && bInBBox )
|
|
{
|
|
// do a point in solid test
|
|
Ray_t ray;
|
|
trace_t tr;
|
|
ray.Init( vecPos, vecPos );
|
|
enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
|
|
if ( tr.startsolid )
|
|
bSuccess = true;
|
|
}
|
|
|
|
s_BoneMutex.Unlock();
|
|
}
|
|
#endif
|
|
return bSuccess;
|
|
}
|
|
|
|
|
|
struct CollisionGroupNameRecord_t
|
|
{
|
|
const char *m_pszGroupName;
|
|
int m_nGroupID;
|
|
};
|
|
|
|
|
|
static CollisionGroupNameRecord_t s_NameMap[]={
|
|
{ "NONE", COLLISION_GROUP_NONE },
|
|
{ "DEBRIS", COLLISION_GROUP_DEBRIS },
|
|
{ "INTERACTIVE", COLLISION_GROUP_INTERACTIVE },
|
|
{ "NPC", COLLISION_GROUP_NPC },
|
|
{ "ACTOR", COLLISION_GROUP_NPC_ACTOR },
|
|
{ "PASSABLE", COLLISION_GROUP_PASSABLE_DOOR },
|
|
#if defined( TF_CLIENT_DLL )
|
|
{ "ROCKETS", TFCOLLISION_GROUP_ROCKETS },
|
|
#endif
|
|
};
|
|
|
|
|
|
int CParticleSystemQuery::GetCollisionGroupFromName( const char *pszCollisionGroupName )
|
|
{
|
|
for(int i = 0; i < ARRAYSIZE( s_NameMap ); i++ )
|
|
{
|
|
if ( ! stricmp( s_NameMap[i].m_pszGroupName, pszCollisionGroupName ) )
|
|
return s_NameMap[i].m_nGroupID;
|
|
}
|
|
return COLLISION_GROUP_NONE;
|
|
}
|
|
|
|
Vector CParticleSystemQuery::GetLocalPlayerPos( void )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( !pPlayer )
|
|
return vec3_origin;
|
|
return pPlayer->WorldSpaceCenter();
|
|
#else
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
if ( !pPlayer )
|
|
return vec3_origin;
|
|
return pPlayer->WorldSpaceCenter();
|
|
#endif
|
|
}
|
|
|
|
void CParticleSystemQuery::GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight, Vector *pUp )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( !pPlayer )
|
|
{
|
|
*pForward = vec3_origin;
|
|
*pRight = vec3_origin;
|
|
*pUp = vec3_origin;
|
|
return;
|
|
}
|
|
pPlayer->EyeVectors( pForward, pRight, pUp );
|
|
#else
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
if ( !pPlayer )
|
|
{
|
|
*pForward = vec3_origin;
|
|
*pRight = vec3_origin;
|
|
*pUp = vec3_origin;
|
|
return;
|
|
}
|
|
pPlayer->EyeVectors( pForward, pRight, pUp );
|
|
#endif
|
|
}
|
|
|
|
float CParticleSystemQuery::GetPixelVisibility( int *pQueryHandle, const Vector &vecOrigin, float flScale )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
pixelvis_queryparams_t params;
|
|
params.Init( vecOrigin, flScale, 1.0 );
|
|
float flVisibility = PixelVisibility_FractionVisible( params, pQueryHandle );
|
|
flVisibility = MAX( 0.0f, flVisibility );
|
|
return flVisibility;
|
|
#else
|
|
return 0.0f;
|
|
#endif
|
|
}
|