source-engine/game/client/c_vehicle_jeep.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "c_vehicle_jeep.h"
#include "movevars_shared.h"
#include "view.h"
#include "flashlighteffect.h"
#include "c_baseplayer.h"
#include "c_te_effect_dispatch.h"
#include "fx.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar default_fov;
ConVar r_JeepViewBlendTo( "r_JeepViewBlendTo", "1", FCVAR_CHEAT );
ConVar r_JeepViewBlendToScale( "r_JeepViewBlendToScale", "0.03", FCVAR_CHEAT );
ConVar r_JeepViewBlendToTime( "r_JeepViewBlendToTime", "1.5", FCVAR_CHEAT );
#define JEEP_DELTA_LENGTH_MAX 12.0f // 1 foot
#define JEEP_FRAMETIME_MIN 1e-6
#define JEEP_HEADLIGHT_DISTANCE 1000
IMPLEMENT_CLIENTCLASS_DT( C_PropJeep, DT_PropJeep, CPropJeep )
RecvPropBool( RECVINFO( m_bHeadlightIsOn ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
C_PropJeep::C_PropJeep()
{
m_vecEyeSpeed.Init();
m_flViewAngleDeltaTime = 0.0f;
m_pHeadlight = NULL;
ConVarRef r_JeepFOV( "r_JeepFOV" );
m_ViewSmoothingData.flFOV = r_JeepFOV.GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose: Deconstructor
//-----------------------------------------------------------------------------
C_PropJeep::~C_PropJeep()
{
if ( m_pHeadlight )
{
delete m_pHeadlight;
}
}
void C_PropJeep::Simulate( void )
{
// The dim light is the flashlight.
if ( m_bHeadlightIsOn )
{
if ( m_pHeadlight == NULL )
{
// Turned on the headlight; create it.
m_pHeadlight = new CHeadlightEffect;
if ( m_pHeadlight == NULL )
return;
m_pHeadlight->TurnOn();
}
QAngle vAngle;
Vector vVector;
Vector vecForward, vecRight, vecUp;
int iAttachment = LookupAttachment( "headlight" );
if ( iAttachment != INVALID_PARTICLE_ATTACHMENT )
{
GetAttachment( iAttachment, vVector, vAngle );
AngleVectors( vAngle, &vecForward, &vecRight, &vecUp );
m_pHeadlight->UpdateLight( vVector, vecForward, vecRight, vecUp, JEEP_HEADLIGHT_DISTANCE );
}
}
else if ( m_pHeadlight )
{
// Turned off the flashlight; delete it.
delete m_pHeadlight;
m_pHeadlight = NULL;
}
BaseClass::Simulate();
}
//-----------------------------------------------------------------------------
// Purpose: Blend view angles.
//-----------------------------------------------------------------------------
void C_PropJeep::UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd )
{
if ( r_JeepViewBlendTo.GetInt() )
{
// Check to see if the mouse has been touched in a bit or that we are not throttling.
if ( ( pCmd->mousedx != 0 || pCmd->mousedy != 0 ) || ( fabsf( m_flThrottle ) < 0.01f ) )
{
m_flViewAngleDeltaTime = 0.0f;
}
else
{
m_flViewAngleDeltaTime += gpGlobals->frametime;
}
if ( m_flViewAngleDeltaTime > r_JeepViewBlendToTime.GetFloat() )
{
// Blend the view angles.
int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" );
Vector vehicleEyeOrigin;
QAngle vehicleEyeAngles;
GetAttachmentLocal( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
QAngle outAngles;
InterpolateAngles( pCmd->viewangles, vehicleEyeAngles, outAngles, r_JeepViewBlendToScale.GetFloat() );
pCmd->viewangles = outAngles;
}
}
BaseClass::UpdateViewAngles( pLocalPlayer, pCmd );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropJeep::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles )
{
#ifdef HL2_CLIENT_DLL
// Get the frametime. (Check to see if enough time has passed to warrent dampening).
float flFrameTime = gpGlobals->frametime;
if ( flFrameTime < JEEP_FRAMETIME_MIN )
{
vecVehicleEyePos = m_vecLastEyePos;
DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, 0.0f );
return;
}
// Keep static the sideways motion.
// Dampen forward/backward motion.
DampenForwardMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );
// Blend up/down motion.
DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );
#endif
}
//-----------------------------------------------------------------------------
// Use the controller as follows:
// speed += ( pCoefficientsOut[0] * ( targetPos - currentPos ) + pCoefficientsOut[1] * ( targetSpeed - currentSpeed ) ) * flDeltaTime;
//-----------------------------------------------------------------------------
void C_PropJeep::ComputePDControllerCoefficients( float *pCoefficientsOut,
float flFrequency, float flDampening,
float flDeltaTime )
{
float flKs = 9.0f * flFrequency * flFrequency;
float flKd = 4.5f * flFrequency * flDampening;
float flScale = 1.0f / ( 1.0f + flKd * flDeltaTime + flKs * flDeltaTime * flDeltaTime );
pCoefficientsOut[0] = flKs * flScale;
pCoefficientsOut[1] = ( flKd + flKs * flDeltaTime ) * flScale;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropJeep::DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime )
{
// vecVehicleEyePos = real eye position this frame
// m_vecLastEyePos = eye position last frame
// m_vecEyeSpeed = eye speed last frame
// vecPredEyePos = predicted eye position this frame (assuming no acceleration - it will get that from the pd controller).
// vecPredEyeSpeed = predicted eye speed
Vector vecPredEyePos = m_vecLastEyePos + m_vecEyeSpeed * flFrameTime;
Vector vecPredEyeSpeed = m_vecEyeSpeed;
// m_vecLastEyeTarget = real eye position last frame (used for speed calculation).
// Calculate the approximate speed based on the current vehicle eye position and the eye position last frame.
Vector vecVehicleEyeSpeed = ( vecVehicleEyePos - m_vecLastEyeTarget ) / flFrameTime;
m_vecLastEyeTarget = vecVehicleEyePos;
if (vecVehicleEyeSpeed.Length() == 0.0)
return;
// Calculate the delta between the predicted eye position and speed and the current eye position and speed.
Vector vecDeltaSpeed = vecVehicleEyeSpeed - vecPredEyeSpeed;
Vector vecDeltaPos = vecVehicleEyePos - vecPredEyePos;
// Forward vector.
Vector vecForward;
AngleVectors( vecVehicleEyeAngles, &vecForward );
float flDeltaLength = vecDeltaPos.Length();
if ( flDeltaLength > JEEP_DELTA_LENGTH_MAX )
{
// Clamp.
float flDelta = flDeltaLength - JEEP_DELTA_LENGTH_MAX;
if ( flDelta > 40.0f )
{
// This part is a bit of a hack to get rid of large deltas (at level load, etc.).
m_vecLastEyePos = vecVehicleEyePos;
m_vecEyeSpeed = vecVehicleEyeSpeed;
}
else
{
// Position clamp.
float flRatio = JEEP_DELTA_LENGTH_MAX / flDeltaLength;
vecDeltaPos *= flRatio;
Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) );
vecVehicleEyePos -= vecForwardOffset;
m_vecLastEyePos = vecVehicleEyePos;
// Speed clamp.
vecDeltaSpeed *= flRatio;
float flCoefficients[2];
ComputePDControllerCoefficients( flCoefficients, r_JeepViewDampenFreq.GetFloat(), r_JeepViewDampenDamp.GetFloat(), flFrameTime );
m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime );
}
}
else
{
// Generate an updated (dampening) speed for use in next frames position prediction.
float flCoefficients[2];
ComputePDControllerCoefficients( flCoefficients, r_JeepViewDampenFreq.GetFloat(), r_JeepViewDampenDamp.GetFloat(), flFrameTime );
m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime );
// Save off data for next frame.
m_vecLastEyePos = vecPredEyePos;
// Move eye forward/backward.
Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) );
vecVehicleEyePos -= vecForwardOffset;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropJeep::DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime )
{
// Get up vector.
Vector vecUp;
AngleVectors( vecVehicleEyeAngles, NULL, NULL, &vecUp );
vecUp.z = clamp( vecUp.z, 0.0f, vecUp.z );
vecVehicleEyePos.z += r_JeepViewZHeight.GetFloat() * vecUp.z;
// NOTE: Should probably use some damped equation here.
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropJeep::OnEnteredVehicle( C_BasePlayer *pPlayer )
{
int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" );
Vector vehicleEyeOrigin;
QAngle vehicleEyeAngles;
GetAttachment( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
m_vecLastEyeTarget = vehicleEyeOrigin;
m_vecLastEyePos = vehicleEyeOrigin;
m_vecEyeSpeed = vec3_origin;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void WheelDustCallback( const CEffectData &data )
{
CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "dust" );
pSimple->SetSortOrigin( data.m_vOrigin );
pSimple->SetNearClip( 32, 64 );
SimpleParticle *pParticle;
Vector offset;
//FIXME: Better sampling area
offset = data.m_vOrigin + ( data.m_vNormal * data.m_flScale );
//Find area ambient light color and use it to tint smoke
Vector worldLight = WorldGetLightForPoint( offset, true );
//Throw puffs
offset.Random( -(data.m_flScale*16.0f), data.m_flScale*16.0f );
offset.z = 0.0f;
offset += data.m_vOrigin + ( data.m_vNormal * data.m_flScale );
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof(SimpleParticle), g_Mat_DustPuff[0], offset );
if ( pParticle != NULL )
{
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f );
pParticle->m_vecVelocity = RandomVector( -1.0f, 1.0f );
VectorNormalize( pParticle->m_vecVelocity );
pParticle->m_vecVelocity[2] += random->RandomFloat( 16.0f, 32.0f ) * (data.m_flScale*2.0f);
int color = random->RandomInt( 100, 150 );
pParticle->m_uchColor[0] = 16 + ( worldLight[0] * (float) color );
pParticle->m_uchColor[1] = 8 + ( worldLight[1] * (float) color );
pParticle->m_uchColor[2] = ( worldLight[2] * (float) color );
pParticle->m_uchStartAlpha = random->RandomInt( 64.0f*data.m_flScale, 128.0f*data.m_flScale );
pParticle->m_uchEndAlpha = 0;
pParticle->m_uchStartSize = random->RandomInt( 16, 24 ) * data.m_flScale;
pParticle->m_uchEndSize = random->RandomInt( 32, 48 ) * data.m_flScale;
pParticle->m_flRoll = random->RandomInt( 0, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -2.0f, 2.0f );
}
}
DECLARE_CLIENT_EFFECT( "WheelDust", WheelDustCallback );