Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: particle system definitions
//
//===========================================================================//
#include "cbase.h"
#include "particles/particles.h"
#include "baseparticleentity.h"
#include "entityparticletrail_shared.h"
#include "collisionutils.h"
#if defined( CLIENT_DLL )
#include "c_pixel_visibility.h"
#endif
#ifdef TF_CLIENT_DLL
#include "tf_shareddefs.h"
#endif
#ifdef GAME_DLL
#include "ai_utils.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Interface to allow the particle system to call back into the game code
//-----------------------------------------------------------------------------
class CParticleSystemQuery : public CBaseAppSystem< IParticleSystemQuery >
{
public:
// Inherited from IParticleSystemQuery
virtual void GetLightingAtPoint( const Vector& vecOrigin, Color &cTint );
virtual void TraceLine( const Vector& vecAbsStart,
const Vector& vecAbsEnd, unsigned int mask,
const IHandleEntity *ignore,
int collisionGroup, CBaseTrace *ptr );
virtual bool MovePointInsideControllingObject( CParticleCollection *pParticles,
void *pObject,
Vector *pPnt );
virtual void GetRandomPointsOnControllingObjectHitBox(
CParticleCollection *pParticles,
int nControlPointNumber,
int nNumPtsOut,
float flBBoxScale,
int nNumTrysToGetAPointInsideTheModel,
Vector *pPntsOut,
Vector vecDirectionalBias,
Vector *pHitBoxRelativeCoordOut,
int *pHitBoxIndexOut
);
virtual int GetCollisionGroupFromName( const char *pszCollisionGroupName );
virtual int GetControllingObjectHitBoxInfo(
CParticleCollection *pParticles,
int nControlPointNumber,
int nBufSize, // # of output slots available
ModelHitBoxInfo_t *pHitBoxOutputBuffer );
virtual bool IsPointInControllingObjectHitBox(
CParticleCollection *pParticles,
int nControlPointNumber, Vector vecPos, bool bBBoxOnly );
virtual Vector GetLocalPlayerPos( void );
virtual void GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL );
virtual float GetPixelVisibility( int *pQueryHandle, const Vector &vecOrigin, float flScale );
virtual void SetUpLightingEnvironment( const Vector& pos );
};
static CParticleSystemQuery s_ParticleSystemQuery;
IParticleSystemQuery *g_pParticleSystemQuery = &s_ParticleSystemQuery;
//-----------------------------------------------------------------------------
// Exposes the interface (so tools can get at it)
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CParticleSystemQuery, IParticleSystemQuery, PARTICLE_SYSTEM_QUERY_INTERFACE_VERSION, s_ParticleSystemQuery );
#endif
static CThreadFastMutex s_LightMutex;
// This mutex exists because EntityToWorldTransform was not threadsafe, and could potentially have been called from multiple
// 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).
// static CThreadFastMutex s_BoneMutex;
static CThreadNullMutex s_BoneMutex;
//-----------------------------------------------------------------------------
// Inherited from IParticleSystemQuery
//-----------------------------------------------------------------------------
void CParticleSystemQuery::GetLightingAtPoint( const Vector& vecOrigin, Color &cTint )
{
#ifdef GAME_DLL
// FIXME: Go through to the engine from the server to get these values
cTint.SetColor( 255, 255, 255, 255 );
#else
if ( engine->IsInGame() )
{
s_LightMutex.Lock();
// Compute our lighting at our position
Vector totalColor = engine->GetLightForPoint( vecOrigin, true );
s_LightMutex.Unlock();
// Get our lighting information
cTint.SetColor( totalColor.x*255, totalColor.y*255, totalColor.z*255, 0 );
}
else
{
// FIXME: Go through to the engine from the server to get these values
cTint.SetColor( 255, 255, 255, 255 );
}
#endif
}
void CParticleSystemQuery::SetUpLightingEnvironment( const Vector& pos )
{
#ifndef GAME_DLL
if ( !engine->IsInGame() )
return;
s_LightMutex.Lock();
modelrender->SetupLighting( pos );
s_LightMutex.Unlock();
#endif
}
void CParticleSystemQuery::TraceLine( const Vector& vecAbsStart,
const Vector& vecAbsEnd, unsigned int mask,
const IHandleEntity *ignore,
int collisionGroup, CBaseTrace *ptr )
{
bool bDoTrace = false;
#ifndef GAME_DLL
bDoTrace = engine->IsInGame();
#endif
if ( bDoTrace )
{
trace_t tempTrace;
UTIL_TraceLine( vecAbsStart, vecAbsEnd, mask, ignore, collisionGroup, &tempTrace );
memcpy( ptr, &tempTrace, sizeof ( CBaseTrace ) );
}
else
{
ptr->startsolid = 0;
ptr->fraction = 1.0;
}
}
bool CParticleSystemQuery::MovePointInsideControllingObject(
CParticleCollection *pParticles, void *pObject, Vector *pPnt )
{
#ifdef GAME_DLL
return true;
#else
if (! pObject )
return true; // accept the input point unmodified
Ray_t ray;
trace_t tr;
ray.Init( *pPnt, *pPnt );
enginetrace->ClipRayToEntity( ray, MASK_ALL, (CBaseEntity *) pObject, &tr );
return ( tr.startsolid );
#endif
}
static float GetSurfaceCoord( float flRand, float flMinX, float flMaxX )
{
return Lerp( flRand, flMinX, flMaxX );
}
void CParticleSystemQuery::GetRandomPointsOnControllingObjectHitBox(
CParticleCollection *pParticles,
int nControlPointNumber,
int nNumPtsOut,
float flBBoxScale,
int nNumTrysToGetAPointInsideTheModel,
Vector *pPntsOut,
Vector vecDirectionalBias,
Vector *pHitBoxRelativeCoordOut,
int *pHitBoxIndexOut
)
{
bool bSucesss = false;
#ifndef GAME_DLL
EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject );
CBaseEntity *pMoveParent = NULL;
if ( phMoveParent )
{
pMoveParent = *( phMoveParent );
}
if ( pMoveParent )
{
float flRandMax = flBBoxScale;
float flRandMin = 1.0 - flBBoxScale;
Vector vecBasePos;
pParticles->GetControlPointAtTime( nControlPointNumber, pParticles->m_flCurTime, &vecBasePos );
s_BoneMutex.Lock();
C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
if ( pAnimating )
{
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
{
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
if ( pStudioHdr )
{
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
if ( set )
{
bSucesss = true;
Vector vecWorldPosition(0, 0, 0);
float u = 0, v = 0, w = 0;
int nHitbox = 0;
int nNumIters = nNumTrysToGetAPointInsideTheModel;
if (! vecDirectionalBias.IsZero( 0.0001 ) )
nNumIters = MAX( nNumIters, 5 );
for( int i=0 ; i < nNumPtsOut; i++)
{
int nTryCnt = nNumIters;
float flBestPointGoodness = -1.0e20;
do
{
int nTryHitbox = pParticles->RandomInt( 0, set->numhitboxes - 1 );
mstudiobbox_t *pBox = set->pHitbox(nTryHitbox);
float flTryU = pParticles->RandomFloat( flRandMin, flRandMax );
float flTryV = pParticles->RandomFloat( flRandMin, flRandMax );
float flTryW = pParticles->RandomFloat( flRandMin, flRandMax );
Vector vecLocalPosition;
vecLocalPosition.x = GetSurfaceCoord( flTryU, pBox->bbmin.x * pAnimating->GetModelScale(), pBox->bbmax.x * pAnimating->GetModelScale() );
vecLocalPosition.y = GetSurfaceCoord( flTryV, pBox->bbmin.y * pAnimating->GetModelScale(), pBox->bbmax.y * pAnimating->GetModelScale() );
vecLocalPosition.z = GetSurfaceCoord( flTryW, pBox->bbmin.z * pAnimating->GetModelScale(), pBox->bbmax.z * pAnimating->GetModelScale() );
Vector vecTryWorldPosition;
VectorTransform( vecLocalPosition, *hitboxbones[pBox->bone], vecTryWorldPosition );
float flPointGoodness = pParticles->RandomFloat( 0, 72 )
+ DotProduct( vecTryWorldPosition - vecBasePos,
vecDirectionalBias );
if ( nNumTrysToGetAPointInsideTheModel )
{
// do a point in solid test
Ray_t ray;
trace_t tr;
ray.Init( vecTryWorldPosition, vecTryWorldPosition );
enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
if ( tr.startsolid )
flPointGoodness += 1000.; // got a point inside!
}
if ( flPointGoodness > flBestPointGoodness )
{
u = flTryU;
v = flTryV;
w = flTryW;
vecWorldPosition = vecTryWorldPosition;
nHitbox = nTryHitbox;
flBestPointGoodness = flPointGoodness;
}
} while ( nTryCnt-- );
*( pPntsOut++ ) = vecWorldPosition;
if ( pHitBoxRelativeCoordOut )
( pHitBoxRelativeCoordOut++ )->Init( u, v, w );
if ( pHitBoxIndexOut )
*( pHitBoxIndexOut++ ) = nHitbox;
}
}
}
}
}
if ( pMoveParent->IsBrushModel() )
{
Vector vecMin;
Vector vecMax;
matrix3x4_t matOrientation;
Vector VecOrigin;
pMoveParent->GetRenderBounds( vecMin, vecMax );
VecOrigin = pMoveParent->GetRenderOrigin();
matOrientation = pMoveParent->EntityToWorldTransform();
Vector vecWorldPosition(0, 0, 0);
float u = 0, v = 0, w = 0;
int nHitbox = 0;
int nNumIters = nNumTrysToGetAPointInsideTheModel;
if (! vecDirectionalBias.IsZero( 0.0001 ) )
nNumIters = MAX( nNumIters, 5 );
for( int i=0 ; i < nNumPtsOut; i++)
{
int nTryCnt = nNumIters;
float flBestPointGoodness = -1.0e20;
do
{
float flTryU = pParticles->RandomFloat( flRandMin, flRandMax );
float flTryV = pParticles->RandomFloat( flRandMin, flRandMax );
float flTryW = pParticles->RandomFloat( flRandMin, flRandMax );
Vector vecLocalPosition;
vecLocalPosition.x = GetSurfaceCoord( flTryU, vecMin.x, vecMax.x );
vecLocalPosition.y = GetSurfaceCoord( flTryV, vecMin.y, vecMax.y );
vecLocalPosition.z = GetSurfaceCoord( flTryW, vecMin.z, vecMax.z );
Vector vecTryWorldPosition;
VectorTransform( vecLocalPosition, matOrientation, vecTryWorldPosition );
float flPointGoodness = pParticles->RandomFloat( 0, 72 )
+ DotProduct( vecTryWorldPosition - vecBasePos,
vecDirectionalBias );
if ( nNumTrysToGetAPointInsideTheModel )
{
// do a point in solid test
Ray_t ray;
trace_t tr;
ray.Init( vecTryWorldPosition, vecTryWorldPosition );
enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
if ( tr.startsolid )
flPointGoodness += 1000.; // got a point inside!
}
if ( flPointGoodness > flBestPointGoodness )
{
u = flTryU;
v = flTryV;
w = flTryW;
vecWorldPosition = vecTryWorldPosition;
nHitbox = 0;
flBestPointGoodness = flPointGoodness;
}
} while ( nTryCnt-- );
*( pPntsOut++ ) = vecWorldPosition;
if ( pHitBoxRelativeCoordOut )
( pHitBoxRelativeCoordOut++ )->Init( u, v, w );
if ( pHitBoxIndexOut )
*( pHitBoxIndexOut++ ) = nHitbox;
}
}
s_BoneMutex.Unlock();
}
#endif
if (! bSucesss )
{
// don't have a model or am in editor or something - fill return with control point
for( int i=0 ; i < nNumPtsOut; i++)
{
pPntsOut[i] = pParticles->m_ControlPoints[nControlPointNumber].m_Position; // fallback if anything goes wrong
if ( pHitBoxIndexOut )
pHitBoxIndexOut[i] = 0;
if ( pHitBoxRelativeCoordOut )
pHitBoxRelativeCoordOut[i].Init();
}
}
}
int CParticleSystemQuery::GetControllingObjectHitBoxInfo(
CParticleCollection *pParticles,
int nControlPointNumber,
int nBufSize, // # of output slots available
ModelHitBoxInfo_t *pHitBoxOutputBuffer )
{
int nRet = 0;
#ifndef GAME_DLL
s_BoneMutex.Lock();
EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject );
CBaseEntity *pMoveParent = NULL;
if ( phMoveParent )
{
pMoveParent = *( phMoveParent );
}
if ( pMoveParent )
{
C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
if ( pAnimating )
{
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
{
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
if ( pStudioHdr )
{
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
if ( set )
{
nRet = MIN( nBufSize, set->numhitboxes );
for( int i=0 ; i < nRet; i++ )
{
mstudiobbox_t *pBox = set->pHitbox( i );
pHitBoxOutputBuffer[i].m_vecBoxMins.x = pBox->bbmin.x;
pHitBoxOutputBuffer[i].m_vecBoxMins.y = pBox->bbmin.y;
pHitBoxOutputBuffer[i].m_vecBoxMins.z = pBox->bbmin.z;
pHitBoxOutputBuffer[i].m_vecBoxMaxes.x = pBox->bbmax.x;
pHitBoxOutputBuffer[i].m_vecBoxMaxes.y = pBox->bbmax.y;
pHitBoxOutputBuffer[i].m_vecBoxMaxes.z = pBox->bbmax.z;
pHitBoxOutputBuffer[i].m_Transform = *hitboxbones[pBox->bone];
}
}
}
}
}
if ( pMoveParent->IsBrushModel() )
{
Vector vecMin;
Vector vecMax;
matrix3x4_t matOrientation;
pMoveParent->GetRenderBounds( vecMin, vecMax );
matOrientation = pMoveParent->EntityToWorldTransform();
pHitBoxOutputBuffer[0].m_vecBoxMins = vecMin;
pHitBoxOutputBuffer[0].m_vecBoxMaxes = vecMax;
pHitBoxOutputBuffer[0].m_Transform = matOrientation;
nRet = 1;
}
}
s_BoneMutex.Unlock();
#endif
return nRet;
}
bool CParticleSystemQuery::IsPointInControllingObjectHitBox(
CParticleCollection *pParticles,
int nControlPointNumber, Vector vecPos, bool bBBoxOnly )
{
bool bSuccess = false;
#ifndef GAME_DLL
EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject );
CBaseEntity *pMoveParent = NULL;
if ( phMoveParent )
{
pMoveParent = *( phMoveParent );
}
if ( pMoveParent )
{
s_BoneMutex.Lock();
C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
bool bInBBox = false;
Vector vecBBoxMin;
Vector vecBBoxMax;
Vector vecOrigin;
vecBBoxMin = pMoveParent->CollisionProp()->OBBMins();
vecBBoxMax = pMoveParent->CollisionProp()->OBBMaxs();
matrix3x4_t matOrientation;
matOrientation = pMoveParent->EntityToWorldTransform();
Vector vecLocalPos;
VectorITransform( vecPos, matOrientation, vecLocalPos );
if ( IsPointInBox( vecLocalPos, vecBBoxMin, vecBBoxMax ) )
bInBBox = true;
if ( bInBBox && bBBoxOnly )
bSuccess = true;
else if ( pAnimating && bInBBox )
{
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
{
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
if ( pStudioHdr )
{
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
if ( set )
{
// 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;
}
}
}
}
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
}