414 lines
12 KiB
C++
414 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements a screen shake effect that can also shake physics objects.
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//
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// NOTE: UTIL_ScreenShake() will only shake players who are on the ground
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "shake.h"
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#include "physics_saverestore.h"
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#include "rope.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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class CPhysicsShake : public IMotionEvent
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{
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DECLARE_SIMPLE_DATADESC();
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public:
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virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
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{
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Vector contact;
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if ( !pObject->GetContactPoint( &contact, NULL ) )
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return SIM_NOTHING;
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// fudge the force a bit to make it more dramatic
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pObject->CalculateForceOffset( m_force * (1.0f + pObject->GetMass()*0.4f), contact, &linear, &angular );
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return SIM_LOCAL_FORCE;
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}
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Vector m_force;
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};
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BEGIN_SIMPLE_DATADESC( CPhysicsShake )
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DEFINE_FIELD( m_force, FIELD_VECTOR ),
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END_DATADESC()
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class CEnvShake : public CPointEntity
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{
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private:
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float m_Amplitude;
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float m_Frequency;
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float m_Duration;
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float m_Radius; // radius of 0 means all players
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float m_stopTime;
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float m_nextShake;
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float m_currentAmp;
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Vector m_maxForce;
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IPhysicsMotionController *m_pShakeController;
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CPhysicsShake m_shakeCallback;
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CEnvShake, CPointEntity );
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~CEnvShake( void );
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virtual void Spawn( void );
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virtual void OnRestore( void );
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inline float Amplitude( void ) { return m_Amplitude; }
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inline float Frequency( void ) { return m_Frequency; }
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inline float Duration( void ) { return m_Duration; }
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float Radius( bool bPlayers = true );
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inline void SetAmplitude( float amplitude ) { m_Amplitude = amplitude; }
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inline void SetFrequency( float frequency ) { m_Frequency = frequency; }
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inline void SetDuration( float duration ) { m_Duration = duration; }
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inline void SetRadius( float radius ) { m_Radius = radius; }
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int DrawDebugTextOverlays(void);
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// Input handlers
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void InputStartShake( inputdata_t &inputdata );
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void InputStopShake( inputdata_t &inputdata );
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void InputAmplitude( inputdata_t &inputdata );
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void InputFrequency( inputdata_t &inputdata );
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// Causes the camera/physics shakes to happen:
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void ApplyShake( ShakeCommand_t command );
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void Think( void );
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};
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LINK_ENTITY_TO_CLASS( env_shake, CEnvShake );
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BEGIN_DATADESC( CEnvShake )
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DEFINE_KEYFIELD( m_Amplitude, FIELD_FLOAT, "amplitude" ),
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DEFINE_KEYFIELD( m_Frequency, FIELD_FLOAT, "frequency" ),
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DEFINE_KEYFIELD( m_Duration, FIELD_FLOAT, "duration" ),
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DEFINE_KEYFIELD( m_Radius, FIELD_FLOAT, "radius" ),
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DEFINE_FIELD( m_stopTime, FIELD_TIME ),
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DEFINE_FIELD( m_nextShake, FIELD_TIME ),
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DEFINE_FIELD( m_currentAmp, FIELD_FLOAT ),
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DEFINE_FIELD( m_maxForce, FIELD_VECTOR ),
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DEFINE_PHYSPTR( m_pShakeController ),
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DEFINE_EMBEDDED( m_shakeCallback ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StartShake", InputStartShake ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StopShake", InputStopShake ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "Amplitude", InputAmplitude ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "Frequency", InputFrequency ),
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END_DATADESC()
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#define SF_SHAKE_EVERYONE 0x0001 // Don't check radius
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#define SF_SHAKE_INAIR 0x0004 // Shake players in air
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#define SF_SHAKE_PHYSICS 0x0008 // Shake physically (not just camera)
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#define SF_SHAKE_ROPES 0x0010 // Shake ropes too.
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#define SF_SHAKE_NO_VIEW 0x0020 // DON'T shake the view (only ropes and/or physics objects)
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#define SF_SHAKE_NO_RUMBLE 0x0040 // DON'T Rumble the XBox Controller
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//-----------------------------------------------------------------------------
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// Purpose: Destructor.
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//-----------------------------------------------------------------------------
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CEnvShake::~CEnvShake( void )
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{
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if ( m_pShakeController )
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{
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physenv->DestroyMotionController( m_pShakeController );
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}
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}
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float CEnvShake::Radius(bool bPlayers)
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{
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// The radius for players is zero if SF_SHAKE_EVERYONE is set
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if ( bPlayers && HasSpawnFlags(SF_SHAKE_EVERYONE))
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return 0;
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return m_Radius;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets default member values when spawning.
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//-----------------------------------------------------------------------------
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void CEnvShake::Spawn( void )
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{
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SetSolid( SOLID_NONE );
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SetMoveType( MOVETYPE_NONE );
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if ( GetSpawnFlags() & SF_SHAKE_EVERYONE )
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{
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m_Radius = 0;
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}
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if ( HasSpawnFlags( SF_SHAKE_NO_VIEW ) && !HasSpawnFlags( SF_SHAKE_PHYSICS ) && !HasSpawnFlags( SF_SHAKE_ROPES ) )
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{
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DevWarning( "env_shake %s with \"Don't shake view\" spawnflag set without \"Shake physics\" or \"Shake ropes\" spawnflags set.", GetDebugName() );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Restore the motion controller
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//-----------------------------------------------------------------------------
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void CEnvShake::OnRestore( void )
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{
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BaseClass::OnRestore();
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if ( m_pShakeController )
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{
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m_pShakeController->SetEventHandler( &m_shakeCallback );
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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 CEnvShake::ApplyShake( ShakeCommand_t command )
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{
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if ( !HasSpawnFlags( SF_SHAKE_NO_VIEW ) || !HasSpawnFlags( SF_SHAKE_NO_RUMBLE ) )
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{
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bool air = (GetSpawnFlags() & SF_SHAKE_INAIR) ? true : false;
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UTIL_ScreenShake( GetAbsOrigin(), Amplitude(), Frequency(), Duration(), Radius(), command, air );
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}
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if ( GetSpawnFlags() & SF_SHAKE_ROPES )
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{
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CRopeKeyframe::ShakeRopes( GetAbsOrigin(), Radius(false), Frequency() );
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}
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if ( GetSpawnFlags() & SF_SHAKE_PHYSICS )
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{
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if ( !m_pShakeController )
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{
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m_pShakeController = physenv->CreateMotionController( &m_shakeCallback );
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}
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// do physics shake
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switch( command )
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{
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case SHAKE_START:
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case SHAKE_START_NORUMBLE:
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case SHAKE_START_RUMBLEONLY:
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{
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m_stopTime = gpGlobals->curtime + Duration();
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m_nextShake = 0;
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m_pShakeController->ClearObjects();
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SetNextThink( gpGlobals->curtime );
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m_currentAmp = Amplitude();
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CBaseEntity *list[1024];
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float radius = Radius(false);
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// probably checked "Shake Everywhere" do a big radius
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if ( !radius )
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{
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radius = 512;
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}
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Vector extents = Vector(radius, radius, radius);
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extents.z = MAX(extents.z, 100);
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Vector mins = GetAbsOrigin() - extents;
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Vector maxs = GetAbsOrigin() + extents;
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int count = UTIL_EntitiesInBox( list, 1024, mins, maxs, 0 );
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for ( int i = 0; i < count; i++ )
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{
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//
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// Only shake physics entities that players can see. This is one frame out of date
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// so it's possible that we could miss objects if a player changed PVS this frame.
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//
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if ( ( list[i]->GetMoveType() == MOVETYPE_VPHYSICS ) )
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{
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IPhysicsObject *pPhys = list[i]->VPhysicsGetObject();
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if ( pPhys && pPhys->IsMoveable() )
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{
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m_pShakeController->AttachObject( pPhys, false );
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pPhys->Wake();
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}
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}
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}
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}
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break;
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case SHAKE_STOP:
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m_pShakeController->ClearObjects();
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break;
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case SHAKE_AMPLITUDE:
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m_currentAmp = Amplitude();
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case SHAKE_FREQUENCY:
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m_pShakeController->WakeObjects();
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler that starts the screen shake.
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//-----------------------------------------------------------------------------
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void CEnvShake::InputStartShake( inputdata_t &inputdata )
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{
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if ( HasSpawnFlags( SF_SHAKE_NO_RUMBLE ) )
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{
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ApplyShake( SHAKE_START_NORUMBLE );
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}
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else if ( HasSpawnFlags( SF_SHAKE_NO_VIEW ) )
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{
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ApplyShake( SHAKE_START_RUMBLEONLY );
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}
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else
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{
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ApplyShake( SHAKE_START );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler that stops the screen shake.
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//-----------------------------------------------------------------------------
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void CEnvShake::InputStopShake( inputdata_t &inputdata )
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{
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ApplyShake( SHAKE_STOP );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handles changes to the shake amplitude from an external source.
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//-----------------------------------------------------------------------------
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void CEnvShake::InputAmplitude( inputdata_t &inputdata )
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{
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SetAmplitude( inputdata.value.Float() );
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ApplyShake( SHAKE_AMPLITUDE );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handles changes to the shake frequency from an external source.
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//-----------------------------------------------------------------------------
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void CEnvShake::InputFrequency( inputdata_t &inputdata )
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{
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SetFrequency( inputdata.value.Float() );
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ApplyShake( SHAKE_FREQUENCY );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Calculates the physics shake values
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//-----------------------------------------------------------------------------
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void CEnvShake::Think( void )
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{
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int i;
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if ( gpGlobals->curtime > m_nextShake )
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{
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// Higher frequency means we recalc the extents more often and perturb the display again
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m_nextShake = gpGlobals->curtime + (1.0f / Frequency());
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// Compute random shake extents (the shake will settle down from this)
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for (i = 0; i < 2; i++ )
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{
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m_maxForce[i] = random->RandomFloat( -1, 1 );
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}
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// make the force it point mostly up
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m_maxForce.z = 4;
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VectorNormalize( m_maxForce );
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m_maxForce *= m_currentAmp * 400; // amplitude is the acceleration of a 100kg object
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}
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float fraction = ( m_stopTime - gpGlobals->curtime ) / Duration();
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if ( fraction < 0 )
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{
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m_pShakeController->ClearObjects();
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return;
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}
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float freq = 0;
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// Ramp up frequency over duration
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if ( fraction )
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{
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freq = (Frequency() / fraction);
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}
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// square fraction to approach zero more quickly
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fraction *= fraction;
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// Sine wave that slowly settles to zero
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fraction = fraction * sin( gpGlobals->curtime * freq );
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// Add to view origin
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for ( i = 0; i < 3; i++ )
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{
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// store the force in the controller callback
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m_shakeCallback.m_force[i] = m_maxForce[i] * fraction;
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}
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// Drop amplitude a bit, less for higher frequency shakes
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m_currentAmp -= m_currentAmp * ( gpGlobals->frametime / (Duration() * Frequency()) );
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SetNextThink( gpGlobals->curtime );
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}
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//------------------------------------------------------------------------------
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// Purpose: Console command to cause a screen shake.
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//------------------------------------------------------------------------------
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void CC_Shake( void )
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{
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CBasePlayer *pPlayer = UTIL_GetCommandClient();
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if (pPlayer)
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{
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UTIL_ScreenShake( pPlayer->WorldSpaceCenter(), 25.0, 150.0, 1.0, 750, SHAKE_START );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw any debug text overlays
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// Returns current text offset from the top
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//-----------------------------------------------------------------------------
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int CEnvShake::DrawDebugTextOverlays( void )
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{
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int text_offset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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char tempstr[512];
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// print amplitude
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Q_snprintf(tempstr,sizeof(tempstr)," magnitude: %f", m_Amplitude);
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EntityText(text_offset,tempstr,0);
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text_offset++;
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// print frequency
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Q_snprintf(tempstr,sizeof(tempstr)," frequency: %f", m_Frequency);
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EntityText(text_offset,tempstr,0);
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text_offset++;
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// print duration
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Q_snprintf(tempstr,sizeof(tempstr)," duration: %f", m_Duration);
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EntityText(text_offset,tempstr,0);
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text_offset++;
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// print radius
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Q_snprintf(tempstr,sizeof(tempstr)," radius: %f", m_Radius);
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EntityText(text_offset,tempstr,0);
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text_offset++;
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}
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return text_offset;
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}
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static ConCommand shake("shake", CC_Shake, "Shake the screen.", FCVAR_CHEAT );
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