mirror of
https://github.com/alliedmodders/hl2sdk.git
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466 lines
14 KiB
C++
466 lines
14 KiB
C++
//========= Copyright © 1996-2005, 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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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar vcollide_wireframe( "vcollide_wireframe", "0", FCVAR_CHEAT );
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//#define VISUALIZE_FOLLOWERS_BOUNDINGBOX 1
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//================================================================================================================
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// BONE FOLLOWER MANAGER
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//================================================================================================================
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CBoneFollowerManager::CBoneFollowerManager( void )
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{
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m_hOuter = NULL;
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m_iNumBones = 0;
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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( CBaseEntity *pEntity, int iNumBones, const char **pFollowerBoneNames )
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{
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m_hOuter = dynamic_cast<CBaseAnimating*>(pEntity);
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Assert( m_hOuter );
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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( m_physBones[i], pFollowerBoneNames[i] );
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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( CBaseEntity *pEntity, const char *pFollowerBoneName )
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{
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m_hOuter = dynamic_cast<CBaseAnimating*>(pEntity);
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Assert( m_hOuter );
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m_iNumBones++;
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int iIndex = m_physBones.AddToTail();
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CreatePhysicsFollower( m_physBones[iIndex], pFollowerBoneName );
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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( physfollower_t &follow, const char *pBoneName )
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{
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CStudioHdr *pStudioHdr = m_hOuter->GetModelPtr();
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matrix3x4_t boneToWorld;
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solid_t solid;
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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 ( !PhysModelParseSolidByIndex( solid, m_hOuter, m_hOuter->GetModelIndex(), physicsBone ) )
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return false;
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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, solid.name );
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if ( follow.boneIndex < 0 )
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{
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if ( pStudioHdr->numbones() > 1 )
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{
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Warning("Can't find ragdoll bone %s for model %s\n", solid.name, pStudioHdr->pszName() );
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}
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follow.boneIndex = boneIndex;
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}
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m_hOuter->GetBoneTransform( follow.boneIndex, boneToWorld );
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MatrixAngles( boneToWorld, boneAngles, bonePosition );
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follow.hFollower = CBoneFollower::Create( m_hOuter, STRING(m_hOuter->GetModelName()), solid, bonePosition, boneAngles );
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follow.hFollower->SetTraceData( physicsBone, HitGroupFromPhysicsBone( m_hOuter, physicsBone ) );
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follow.hFollower->SetBlocksLOS( m_hOuter->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( void )
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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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m_hOuter->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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// 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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// 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_INTEGER ),
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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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#if VISUALIZE_FOLLOWERS_BOUNDINGBOX
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m_debugOverlays |= OVERLAY_BBOX_BIT;
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#endif
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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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pPhysics->GetShadowController()->SetPhysicallyControlled( true );
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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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// We want to visualize our bonefollowers, so send them to the client
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if ( vcollide_wireframe.GetBool() )
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return SetTransmitState( FL_EDICT_ALWAYS );
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return SetTransmitState( FL_EDICT_DONTSEND );
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}
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void CBoneFollower::DrawDebugGeometryOverlays()
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{
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if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_ABSBOX_BIT) )
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{
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studiohdr_t *pStudioHdr = NULL;
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const model_t *model = modelinfo->GetModel( m_modelIndex );
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if ( model )
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{
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pStudioHdr = (studiohdr_t *)modelinfo->GetModelExtraData( model );
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}
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for ( int i = 0; i < pStudioHdr->iHitboxCount(0); i++ )
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{
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mstudiobbox_t *pbox = pStudioHdr->pHitbox( i, 0 );
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mstudiobone_t *pBone = pStudioHdr->pBone( pbox->bone );
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if ( pBone->physicsbone == m_solidIndex )
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{
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NDebugOverlay::BoxAngles( GetAbsOrigin(), pbox->bbmin, pbox->bbmax, GetAbsAngles(), 255, 255, 0, 0 ,0);
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}
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}
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}
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if ( m_debugOverlays & OVERLAY_ABSBOX_BIT )
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{
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BaseClass::DrawDebugGeometryOverlays();
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}
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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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#if VISUALIZE_FOLLOWERS_BOUNDINGBOX
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studiohdr_t *pStudioHdr = NULL;
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const model_t *model = modelinfo->GetModel( m_modelIndex );
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if ( model )
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{
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pStudioHdr = (studiohdr_t *)modelinfo->GetModelExtraData( GetModel() );
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}
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for ( int i = 0; i < pStudioHdr->iHitboxCount(0); i++ )
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{
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mstudiobbox_t *pbox = pStudioHdr->pHitbox( i, 0 );
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mstudiobone_t *pBone = pStudioHdr->pBone( pbox->bone );
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if ( pBone->physicsbone == m_solidIndex )
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{
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NDebugOverlay::BoxAngles( position, pbox->bbmin, pbox->bbmax, orientation, 0, 0, 255, 0 ,0.1);
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}
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}
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#endif
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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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return BaseClass::ObjectCaps() | FCAP_DONT_SAVE | pOwner->ObjectCaps();
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return BaseClass::ObjectCaps() | FCAP_DONT_SAVE;
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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 )
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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 );
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return;
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}
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BaseClass::TraceAttack( info, vecDir, ptr );
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}
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LINK_ENTITY_TO_CLASS( phys_bone_follower, CBoneFollower );
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