mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 17:43:01 +00:00
387 lines
10 KiB
C++
387 lines
10 KiB
C++
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
#include "cbase.h"
|
||
|
#include "bone_setup.h"
|
||
|
#include "c_ai_basenpc.h"
|
||
|
#include "engine/ivdebugoverlay.h"
|
||
|
#include "tier0/vprof.h"
|
||
|
#include "soundinfo.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class C_NPC_Hydra : public C_AI_BaseNPC
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( C_NPC_Hydra, C_AI_BaseNPC );
|
||
|
DECLARE_CLIENTCLASS();
|
||
|
DECLARE_INTERPOLATION();
|
||
|
|
||
|
C_NPC_Hydra();
|
||
|
virtual ~C_NPC_Hydra();
|
||
|
|
||
|
// model specific
|
||
|
virtual void OnLatchInterpolatedVariables( int flags );
|
||
|
virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
|
||
|
virtual void StandardBlendingRules( Vector pos[], Quaternion q[], float currentTime, int boneMask );
|
||
|
|
||
|
void CalcBoneChain( Vector pos[], const Vector chain[] );
|
||
|
void CalcBoneAngles( const Vector pos[], Quaternion q[] );
|
||
|
|
||
|
virtual bool GetSoundSpatialization( SpatializationInfo_t& info );
|
||
|
|
||
|
virtual void ResetLatched();
|
||
|
|
||
|
#define CHAIN_LINKS 32
|
||
|
|
||
|
bool m_bNewChain;
|
||
|
int m_fLatchFlags;
|
||
|
Vector m_vecChain[CHAIN_LINKS];
|
||
|
|
||
|
Vector m_vecHeadDir;
|
||
|
CInterpolatedVar< Vector > m_iv_vecHeadDir;
|
||
|
|
||
|
//Vector m_vecInterpHeadDir;
|
||
|
|
||
|
float m_flRelaxedLength;
|
||
|
|
||
|
Vector *m_vecPos; // current animation
|
||
|
CInterpolatedVar< Vector > *m_iv_vecPos;
|
||
|
|
||
|
int m_numHydraBones;
|
||
|
float *m_boneLength;
|
||
|
|
||
|
float m_maxPossibleLength;
|
||
|
|
||
|
private:
|
||
|
C_NPC_Hydra( const C_NPC_Hydra & ); // not defined, not accessible
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_CLIENTCLASS_DT(C_NPC_Hydra, DT_NPC_Hydra, CNPC_Hydra)
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[0] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[1] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[2] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[3] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[4] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[5] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[6] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[7] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[8] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[9] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[10] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[11] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[12] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[13] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[14] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[15] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[16] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[17] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[18] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[19] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[20] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[21] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[22] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[23] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[24] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[25] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[26] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[27] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[28] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[29] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[30] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecChain[31] ) ),
|
||
|
RecvPropVector ( RECVINFO( m_vecHeadDir ) ),
|
||
|
RecvPropFloat ( RECVINFO( m_flRelaxedLength ) ),
|
||
|
END_RECV_TABLE()
|
||
|
|
||
|
C_NPC_Hydra::C_NPC_Hydra() : m_iv_vecHeadDir( "C_NPC_Hydra::m_iv_vecHeadDir" )
|
||
|
{
|
||
|
AddVar( &m_vecHeadDir, &m_iv_vecHeadDir, LATCH_ANIMATION_VAR );
|
||
|
|
||
|
m_numHydraBones = 0;
|
||
|
m_boneLength = NULL;
|
||
|
m_maxPossibleLength = 1;
|
||
|
m_vecPos = NULL;
|
||
|
m_iv_vecPos = NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
C_NPC_Hydra::~C_NPC_Hydra()
|
||
|
{
|
||
|
delete m_boneLength;
|
||
|
delete m_vecPos;
|
||
|
delete[] m_iv_vecPos;
|
||
|
m_iv_vecPos = NULL;
|
||
|
}
|
||
|
|
||
|
void C_NPC_Hydra::OnLatchInterpolatedVariables( int flags )
|
||
|
{
|
||
|
m_bNewChain = true;
|
||
|
m_fLatchFlags = flags;
|
||
|
|
||
|
BaseClass::OnLatchInterpolatedVariables( flags );
|
||
|
}
|
||
|
|
||
|
void C_NPC_Hydra::ResetLatched()
|
||
|
{
|
||
|
for (int i = 0; i < m_numHydraBones; i++)
|
||
|
{
|
||
|
m_iv_vecPos[i].Reset();
|
||
|
}
|
||
|
|
||
|
BaseClass::ResetLatched();
|
||
|
}
|
||
|
|
||
|
bool C_NPC_Hydra::SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime )
|
||
|
{
|
||
|
return BaseClass::SetupBones( pBoneToWorldOut, nMaxBones, boneMask, currentTime );
|
||
|
}
|
||
|
|
||
|
|
||
|
void C_NPC_Hydra::StandardBlendingRules( Vector pos[], Quaternion q[], float currentTime, int boneMask )
|
||
|
{
|
||
|
VPROF( "C_NPC_Hydra::StandardBlendingRules" );
|
||
|
|
||
|
studiohdr_t *hdr = GetModelPtr();
|
||
|
if ( !hdr )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int i;
|
||
|
|
||
|
// check for changing model memory requirements
|
||
|
bool bNewlyInited = false;
|
||
|
if (m_numHydraBones != hdr->numbones)
|
||
|
{
|
||
|
m_numHydraBones = hdr->numbones;
|
||
|
|
||
|
// build root animation
|
||
|
float poseparam[MAXSTUDIOPOSEPARAM];
|
||
|
for (i = 0; i < hdr->GetNumPoseParameters(); i++)
|
||
|
{
|
||
|
poseparam[i] = 0;
|
||
|
}
|
||
|
CalcPose( hdr, NULL, pos, q, 0.0f, 0.0f, poseparam, BONE_USED_BY_ANYTHING );
|
||
|
|
||
|
// allocate arrays
|
||
|
if (m_boneLength)
|
||
|
{
|
||
|
delete[] m_boneLength;
|
||
|
}
|
||
|
m_boneLength = new float [m_numHydraBones];
|
||
|
|
||
|
if (m_vecPos)
|
||
|
{
|
||
|
delete[] m_vecPos;
|
||
|
}
|
||
|
m_vecPos = new Vector [m_numHydraBones];
|
||
|
|
||
|
if (m_iv_vecPos)
|
||
|
{
|
||
|
delete m_iv_vecPos;
|
||
|
}
|
||
|
m_iv_vecPos = new CInterpolatedVar< Vector >[m_numHydraBones];
|
||
|
for ( i = 0; i < m_numHydraBones; i++ )
|
||
|
{
|
||
|
m_iv_vecPos[ i ].Setup( &m_vecPos[ i ], LATCH_SIMULATION_VAR | EXCLUDE_AUTO_LATCH | EXCLUDE_AUTO_INTERPOLATE );
|
||
|
}
|
||
|
|
||
|
// calc models bone lengths
|
||
|
m_maxPossibleLength = 0;
|
||
|
for (i = 0; i < m_numHydraBones-1; i++)
|
||
|
{
|
||
|
m_boneLength[i] = (pos[i+1] - pos[i]).Length();
|
||
|
m_maxPossibleLength += m_boneLength[i];
|
||
|
}
|
||
|
m_boneLength[i] = 0.0f;
|
||
|
|
||
|
bNewlyInited = true;
|
||
|
}
|
||
|
|
||
|
// calc new bone setup if networked.
|
||
|
if (m_bNewChain)
|
||
|
{
|
||
|
CalcBoneChain( m_vecPos, m_vecChain );
|
||
|
for (i = 0; i < m_numHydraBones; i++)
|
||
|
{
|
||
|
// debugoverlay->AddLineOverlay( m_vecPos[i], m_vecPos[i<m_numHydraBones-1?i+1:m_numHydraBones-1], 0, 255, 0, false, 0.1 );
|
||
|
m_vecPos[i] = m_vecPos[i] - GetAbsOrigin();
|
||
|
|
||
|
if ( m_fLatchFlags & LATCH_SIMULATION_VAR )
|
||
|
{
|
||
|
m_iv_vecPos[i].NoteChanged( currentTime, true );
|
||
|
}
|
||
|
}
|
||
|
m_bNewChain = false;
|
||
|
}
|
||
|
|
||
|
// if just allocated, initialize bones
|
||
|
if (bNewlyInited)
|
||
|
{
|
||
|
|
||
|
for (i = 0; i < m_numHydraBones; i++)
|
||
|
{
|
||
|
m_iv_vecPos[i].Reset();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < m_numHydraBones; i++)
|
||
|
{
|
||
|
m_iv_vecPos[i].Interpolate( currentTime );
|
||
|
pos[ i ] = m_vecPos[ i ];
|
||
|
}
|
||
|
|
||
|
// calculate bone angles
|
||
|
CalcBoneAngles( pos, q );
|
||
|
|
||
|
// rotate the last bone of the hydra 90 degrees since it's oriented differently than the others
|
||
|
Quaternion qTmp;
|
||
|
AngleQuaternion( QAngle( 0, -90, 0) , qTmp );
|
||
|
QuaternionMult( q[m_numHydraBones - 1], qTmp, q[m_numHydraBones - 1] );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Fits skeleton of hydra to the variable segment length "chain" array
|
||
|
// Adjusts overall hydra so that "m_flRelaxedLength" of texture fits over
|
||
|
// the actual length of the chain
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
void C_NPC_Hydra::CalcBoneChain( Vector pos[], const Vector chain[] )
|
||
|
{
|
||
|
int i, j;
|
||
|
|
||
|
// Find the dist chain link that's not zero length
|
||
|
i = CHAIN_LINKS-1;
|
||
|
while (i > 0)
|
||
|
{
|
||
|
if ((chain[i] - chain[i-1]).LengthSqr() > 0.0)
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
i--;
|
||
|
}
|
||
|
|
||
|
// initialize the last bone to the last bone
|
||
|
j = m_numHydraBones - 1;
|
||
|
|
||
|
// clamp length
|
||
|
float totalLength = 0;
|
||
|
for (int k = i; k > 0; k--)
|
||
|
{
|
||
|
// debugoverlay->AddLineOverlay( chain[k], chain[k-1], 255, 255, 255, false, 0 );
|
||
|
totalLength += (chain[k] - chain[k-1]).Length();
|
||
|
}
|
||
|
totalLength = clamp( totalLength, 1.0, m_maxPossibleLength );
|
||
|
float scale = m_flRelaxedLength / totalLength;
|
||
|
|
||
|
// starting from the head, fit the hydra skeleton onto the chain spline
|
||
|
float dist = -16;
|
||
|
while (j >= 0 && i > 0)
|
||
|
{
|
||
|
// debugoverlay->AddLineOverlay( chain[i], chain[i-1], 255, 255, 255, false, 0 );
|
||
|
float dt = (chain[i] - chain[i-1]).Length() * scale;
|
||
|
float dx = dt;
|
||
|
while (j >= 0 && dist + dt >= m_boneLength[j])
|
||
|
{
|
||
|
float s = (dx - (dt - (m_boneLength[j] - dist))) / dx;
|
||
|
|
||
|
if (s < 0 || s > 1.)
|
||
|
s = 0;
|
||
|
// pos[j] = chain[i] * (1 - s) + chain[i-1] * s;
|
||
|
Catmull_Rom_Spline( chain[(i<CHAIN_LINKS-1)?i+1:CHAIN_LINKS-1], chain[i], chain[(i>0)?i-1:0], chain[(i>1)?i-2:0], s, pos[j] );
|
||
|
// debugoverlay->AddLineOverlay( pos[j], chain[i], 0, 255, 0, false, 0 );
|
||
|
// debugoverlay->AddLineOverlay( pos[j], chain[i-1], 0, 255, 0, false, 0 );
|
||
|
|
||
|
dt = dt - (m_boneLength[j] - dist);
|
||
|
j--;
|
||
|
dist = 0;
|
||
|
}
|
||
|
dist += dt;
|
||
|
i--;
|
||
|
}
|
||
|
|
||
|
while (j >= 0)
|
||
|
{
|
||
|
pos[j] = chain[0];
|
||
|
j--;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Minimize the amount of twist between bone segments
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
void C_NPC_Hydra::CalcBoneAngles( const Vector pos[], Quaternion q[] )
|
||
|
{
|
||
|
int i;
|
||
|
matrix3x4_t bonematrix;
|
||
|
|
||
|
for (i = m_numHydraBones - 1; i >= 0; i--)
|
||
|
{
|
||
|
Vector forward;
|
||
|
Vector left2;
|
||
|
|
||
|
if (i != m_numHydraBones - 1)
|
||
|
{
|
||
|
QuaternionMatrix( q[i+1], bonematrix );
|
||
|
MatrixGetColumn( bonematrix, 1, left2 );
|
||
|
|
||
|
forward = (pos[i+1] - pos[i]) /* + (pos[i] - pos[i-1])*/;
|
||
|
float length = VectorNormalize( forward );
|
||
|
if (length == 0.0)
|
||
|
{
|
||
|
q[i] = q[i+1];
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
forward = m_vecHeadDir;
|
||
|
VectorNormalize( forward );
|
||
|
|
||
|
VectorMatrix( forward, bonematrix );
|
||
|
MatrixGetColumn( bonematrix, 1, left2 );
|
||
|
}
|
||
|
|
||
|
Vector up = CrossProduct( forward, left2 );
|
||
|
VectorNormalize( up );
|
||
|
|
||
|
Vector left = CrossProduct( up, forward );
|
||
|
|
||
|
MatrixSetColumn( forward, 0, bonematrix );
|
||
|
MatrixSetColumn( left, 1, bonematrix );
|
||
|
MatrixSetColumn( up, 2, bonematrix );
|
||
|
|
||
|
// MatrixQuaternion( bonematrix, q[i] );
|
||
|
QAngle angles;
|
||
|
MatrixAngles( bonematrix, angles );
|
||
|
AngleQuaternion( angles, q[i] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool C_NPC_Hydra::GetSoundSpatialization( SpatializationInfo_t& info )
|
||
|
{
|
||
|
bool bret = BaseClass::GetSoundSpatialization( info );
|
||
|
// Default things it's audible, put it at a better spot?
|
||
|
if ( bret )
|
||
|
{
|
||
|
// TODO: Note, this is where you could override the sound position and orientation and use
|
||
|
// an attachment points position as the sound source
|
||
|
// You might have to issue C_BaseAnimating::AllowBoneAccess( true, false ); to allow
|
||
|
// bone setup during sound spatialization if you run into asserts...
|
||
|
}
|
||
|
|
||
|
return bret;
|
||
|
}
|
||
|
|