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417 lines
12 KiB
C++
417 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client's energy wave
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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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 "materialsystem/imaterialsystem.h"
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#include "materialsystem/imesh.h"
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#include "energy_wave_effect.h"
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#include "mathlib/vmatrix.h"
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#include "clienteffectprecachesystem.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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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEnergyWave )
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CLIENTEFFECT_MATERIAL( "effects/energywave/energywave" )
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CLIENTEFFECT_REGISTER_END()
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//-----------------------------------------------------------------------------
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// Energy Wave:
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//-----------------------------------------------------------------------------
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class C_EnergyWave : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_EnergyWave, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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C_EnergyWave();
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~C_EnergyWave();
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void PostDataUpdate( DataUpdateType_t updateType );
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int DrawModel( int flags );
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void ComputePoint( float s, float t, Vector& pt, Vector& normal, float& opacity );
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void DrawWireframeModel( );
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CEnergyWaveEffect m_EWaveEffect;
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IMaterial* m_pWireframe;
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IMaterial* m_pEWaveMat;
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private:
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C_EnergyWave( const C_EnergyWave & ); // not defined, not accessible
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void ComputeEWavePoints( Vector* pt, Vector* normal, float* opacity );
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void DrawEWavePoints(Vector* pt, Vector* normal, float* opacity);
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};
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EXTERN_RECV_TABLE(DT_BaseEntity);
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IMPLEMENT_CLIENTCLASS_DT(C_EnergyWave, DT_EWaveEffect, CEnergyWave)
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END_RECV_TABLE()
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// ----------------------------------------------------------------------------
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// Functions.
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// ----------------------------------------------------------------------------
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C_EnergyWave::C_EnergyWave() : m_EWaveEffect(NULL, NULL)
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{
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m_pWireframe = materials->FindMaterial("shadertest/wireframevertexcolor", TEXTURE_GROUP_OTHER);
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m_pEWaveMat = materials->FindMaterial("effects/energywave/energywave", TEXTURE_GROUP_CLIENT_EFFECTS);
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m_EWaveEffect.Spawn();
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}
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C_EnergyWave::~C_EnergyWave()
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{
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}
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void C_EnergyWave::PostDataUpdate( DataUpdateType_t updateType )
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{
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MarkMessageReceived();
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// Make sure that origin points to current origin, at least
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MoveToLastReceivedPosition();
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}
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enum
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{
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NUM_SUBDIVISIONS = 21,
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};
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static void ComputeIndices( int is, int it, int* idx )
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{
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int is0 = (is > 0) ? (is - 1) : is;
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int it0 = (it > 0) ? (it - 1) : it;
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int is1 = (is < EWAVE_NUM_HORIZONTAL_POINTS - 1) ? is + 1 : is;
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int it1 = (it < EWAVE_NUM_HORIZONTAL_POINTS - 1) ? it + 1 : it;
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int is2 = is + 2;
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int it2 = it + 2;
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if (is2 >= EWAVE_NUM_HORIZONTAL_POINTS)
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is2 = EWAVE_NUM_HORIZONTAL_POINTS - 1;
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if (it2 >= EWAVE_NUM_HORIZONTAL_POINTS)
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it2 = EWAVE_NUM_HORIZONTAL_POINTS - 1;
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idx[0] = is0 + it0 * EWAVE_NUM_HORIZONTAL_POINTS;
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idx[1] = is + it0 * EWAVE_NUM_HORIZONTAL_POINTS;
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idx[2] = is1 + it0 * EWAVE_NUM_HORIZONTAL_POINTS;
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idx[3] = is2 + it0 * EWAVE_NUM_HORIZONTAL_POINTS;
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idx[4] = is0 + it * EWAVE_NUM_HORIZONTAL_POINTS;
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idx[5] = is + it * EWAVE_NUM_HORIZONTAL_POINTS;
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idx[6] = is1 + it * EWAVE_NUM_HORIZONTAL_POINTS;
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idx[7] = is2 + it * EWAVE_NUM_HORIZONTAL_POINTS;
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idx[8] = is0 + it1 * EWAVE_NUM_HORIZONTAL_POINTS;
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idx[9] = is + it1 * EWAVE_NUM_HORIZONTAL_POINTS;
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idx[10] = is1 + it1 * EWAVE_NUM_HORIZONTAL_POINTS;
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idx[11] = is2 + it1 * EWAVE_NUM_HORIZONTAL_POINTS;
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idx[12] = is0 + it2 * EWAVE_NUM_HORIZONTAL_POINTS;
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idx[13] = is + it2 * EWAVE_NUM_HORIZONTAL_POINTS;
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idx[14] = is1 + it2 * EWAVE_NUM_HORIZONTAL_POINTS;
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idx[15] = is2 + it2 * EWAVE_NUM_HORIZONTAL_POINTS;
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}
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void C_EnergyWave::ComputePoint( float s, float t, Vector& pt, Vector& normal, float& opacity )
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{
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int is = (int)s;
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int it = (int)t;
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if( is >= EWAVE_NUM_HORIZONTAL_POINTS )
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is -= 1;
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if( it >= EWAVE_NUM_VERTICAL_POINTS )
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it -= 1;
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int idx[16];
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ComputeIndices( is, it, idx );
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// The patch equation is:
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// px = S * M * Gx * M^T * T^T
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// py = S * M * Gy * M^T * T^T
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// pz = S * M * Gz * M^T * T^T
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// where S = [s^3 s^2 s 1], T = [t^3 t^2 t 1]
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// M is the patch type matrix, in my case I'm using a catmull-rom
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// G is the array of control points. rows have constant t
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static VMatrix catmullRom( -0.5, 1.5, -1.5, 0.5,
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1, -2.5, 2, -0.5,
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-0.5, 0, 0.5, 0,
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0, 1, 0, 0 );
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VMatrix controlPointsX, controlPointsY, controlPointsZ, controlPointsO;
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Vector pos;
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for (int i = 0; i < 4; ++i)
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{
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for (int j = 0; j < 4; ++j)
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{
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const Vector& v = m_EWaveEffect.GetPoint( idx[i * 4 + j] );
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controlPointsX[j][i] = v.x;
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controlPointsY[j][i] = v.y;
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controlPointsZ[j][i] = v.z;
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controlPointsO[j][i] = m_EWaveEffect.ComputeOpacity( v, GetAbsOrigin() );
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}
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}
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float fs = s - is;
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float ft = t - it;
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VMatrix temp, mgm[4];
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MatrixTranspose( catmullRom, temp );
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MatrixMultiply( controlPointsX, temp, mgm[0] );
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MatrixMultiply( controlPointsY, temp, mgm[1] );
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MatrixMultiply( controlPointsZ, temp, mgm[2] );
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MatrixMultiply( controlPointsO, temp, mgm[3] );
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MatrixMultiply( catmullRom, mgm[0], mgm[0] );
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MatrixMultiply( catmullRom, mgm[1], mgm[1] );
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MatrixMultiply( catmullRom, mgm[2], mgm[2] );
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MatrixMultiply( catmullRom, mgm[3], mgm[3] );
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Vector4D svec, tvec;
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float ft2 = ft * ft;
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tvec[0] = ft2 * ft; tvec[1] = ft2; tvec[2] = ft; tvec[3] = 1.0f;
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float fs2 = fs * fs;
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svec[0] = fs2 * fs; svec[1] = fs2; svec[2] = fs; svec[3] = 1.0f;
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Vector4D tmp;
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Vector4DMultiply( mgm[0], tvec, tmp );
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pt[0] = DotProduct4D( tmp, svec );
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Vector4DMultiply( mgm[1], tvec, tmp );
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pt[1] = DotProduct4D( tmp, svec );
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Vector4DMultiply( mgm[2], tvec, tmp );
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pt[2] = DotProduct4D( tmp, svec );
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Vector4DMultiply( mgm[3], tvec, tmp );
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opacity = DotProduct4D( tmp, svec );
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if ((s == 0.0f) || (t == 0.0f) ||
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(s == (EWAVE_NUM_HORIZONTAL_POINTS-1.0f)) || (t == (EWAVE_NUM_VERTICAL_POINTS-1.0f)) )
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{
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opacity = 0.0f;
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}
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if ((s <= 0.3) || (t < 0.3))
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{
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opacity *= 0.35f;
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}
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if ((s == (EWAVE_NUM_HORIZONTAL_POINTS-0.7f)) || (t == (EWAVE_NUM_VERTICAL_POINTS-0.7f)) )
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{
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opacity *= 0.35f;
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}
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if (opacity < 0.0f)
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opacity = 0.0f;
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else if (opacity > 255.0f)
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opacity = 255.0f;
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// Normal computation
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Vector4D dsvec, dtvec;
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dsvec[0] = 3.0f * fs2; dsvec[1] = 2.0f * fs; dsvec[2] = 1.0f; dsvec[3] = 0.0f;
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dtvec[0] = 3.0f * ft2; dtvec[1] = 2.0f * ft; dtvec[2] = 1.0f; dtvec[3] = 0.0f;
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Vector ds, dt;
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Vector4DMultiply( mgm[0], tvec, tmp );
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ds[0] = DotProduct4D( tmp, dsvec );
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Vector4DMultiply( mgm[1], tvec, tmp );
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ds[1] = DotProduct4D( tmp, dsvec );
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Vector4DMultiply( mgm[2], tvec, tmp );
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ds[2] = DotProduct4D( tmp, dsvec );
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Vector4DMultiply( mgm[0], dtvec, tmp );
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dt[0] = DotProduct4D( tmp, svec );
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Vector4DMultiply( mgm[1], dtvec, tmp );
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dt[1] = DotProduct4D( tmp, svec );
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Vector4DMultiply( mgm[2], dtvec, tmp );
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dt[2] = DotProduct4D( tmp, svec );
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CrossProduct( ds, dt, normal );
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VectorNormalize( normal );
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}
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void C_EnergyWave::DrawWireframeModel( )
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{
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IMesh* pMesh = materials->GetDynamicMesh( true, NULL, NULL, m_pWireframe );
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int numLines = (EWAVE_NUM_VERTICAL_POINTS - 1) * EWAVE_NUM_HORIZONTAL_POINTS +
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EWAVE_NUM_VERTICAL_POINTS * (EWAVE_NUM_HORIZONTAL_POINTS - 1);
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_LINES, numLines );
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Vector tmp;
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for (int i = 0; i < EWAVE_NUM_VERTICAL_POINTS; ++i)
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{
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for (int j = 0; j < EWAVE_NUM_HORIZONTAL_POINTS; ++j)
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{
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if ( i > 0 )
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{
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meshBuilder.Position3fv( m_EWaveEffect.GetPoint( j, i ).Base() );
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meshBuilder.Color4ub( 255, 255, 255, 128 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( m_EWaveEffect.GetPoint( j, i - 1 ).Base() );
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meshBuilder.Color4ub( 255, 255, 255, 128 );
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meshBuilder.AdvanceVertex();
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}
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if (j > 0)
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{
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meshBuilder.Position3fv( m_EWaveEffect.GetPoint( j, i ).Base() );
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meshBuilder.Color4ub( 255, 255, 255, 128 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( m_EWaveEffect.GetPoint( j - 1, i ).Base() );
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meshBuilder.Color4ub( 255, 255, 255, 128 );
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meshBuilder.AdvanceVertex();
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}
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}
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}
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meshBuilder.End();
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pMesh->Draw();
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}
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//-----------------------------------------------------------------------------
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// Compute the ewave points using catmull-rom
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//-----------------------------------------------------------------------------
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void C_EnergyWave::ComputeEWavePoints( Vector* pt, Vector* normal, float* opacity )
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{
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int i;
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for ( i = 0; i < NUM_SUBDIVISIONS; ++i)
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{
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float t = (EWAVE_NUM_VERTICAL_POINTS -1 ) * (float)i / (float)(NUM_SUBDIVISIONS - 1);
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for (int j = 0; j < NUM_SUBDIVISIONS; ++j)
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{
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float s = (EWAVE_NUM_HORIZONTAL_POINTS-1) * (float)j / (float)(NUM_SUBDIVISIONS - 1);
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int idx = i * NUM_SUBDIVISIONS + j;
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ComputePoint( s, t, pt[idx], normal[idx], opacity[idx] );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Draws the base ewave
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//-----------------------------------------------------------------------------
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#define TRANSITION_REGION_WIDTH 0.5f
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void C_EnergyWave::DrawEWavePoints(Vector* pt, Vector* normal, float* opacity)
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{
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IMesh* pMesh = materials->GetDynamicMesh( true, NULL, NULL, m_pEWaveMat );
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int numTriangles = (NUM_SUBDIVISIONS - 1) * (NUM_SUBDIVISIONS - 1) * 2;
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, numTriangles );
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float du = 1.0f / (float)(NUM_SUBDIVISIONS - 1);
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float dv = du;
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unsigned char color[3];
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color[0] = 255;
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color[1] = 255;
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color[2] = 255;
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for ( int i = 0; i < NUM_SUBDIVISIONS - 1; ++i)
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{
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float v = i * dv;
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for (int j = 0; j < NUM_SUBDIVISIONS - 1; ++j)
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{
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int idx = i * NUM_SUBDIVISIONS + j;
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float u = j * du;
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meshBuilder.Position3fv( pt[idx].Base() );
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meshBuilder.Color4ub( color[0], color[1], color[2], opacity[idx] );
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meshBuilder.Normal3fv( normal[idx].Base() );
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meshBuilder.TexCoord2f( 0, u, v );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( pt[idx + NUM_SUBDIVISIONS].Base() );
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meshBuilder.Color4ub( color[0], color[1], color[2], opacity[idx+NUM_SUBDIVISIONS] );
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meshBuilder.Normal3fv( normal[idx + NUM_SUBDIVISIONS].Base() );
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meshBuilder.TexCoord2f( 0, u, v + dv );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( pt[idx + 1].Base() );
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meshBuilder.Color4ub( color[0], color[1], color[2], opacity[idx+1] );
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meshBuilder.Normal3fv( normal[idx+1].Base() );
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meshBuilder.TexCoord2f( 0, u + du, v );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( pt[idx + 1].Base() );
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meshBuilder.Color4ub( color[0], color[1], color[2], opacity[idx+1] );
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meshBuilder.Normal3fv( normal[idx+1].Base() );
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meshBuilder.TexCoord2f( 0, u + du, v );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( pt[idx + NUM_SUBDIVISIONS].Base() );
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meshBuilder.Color4ub( color[0], color[1], color[2], opacity[idx+NUM_SUBDIVISIONS] );
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meshBuilder.Normal3fv( normal[idx + NUM_SUBDIVISIONS].Base() );
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meshBuilder.TexCoord2f( 0, u, v + dv );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( pt[idx + NUM_SUBDIVISIONS + 1].Base() );
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meshBuilder.Color4ub( color[0], color[1], color[2], opacity[idx+NUM_SUBDIVISIONS+1] );
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meshBuilder.Normal3fv( normal[idx + NUM_SUBDIVISIONS + 1].Base() );
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meshBuilder.TexCoord2f( 0, u + du, v + dv );
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meshBuilder.AdvanceVertex();
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}
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}
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meshBuilder.End();
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pMesh->Draw();
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}
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//-----------------------------------------------------------------------------
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// Main draw entry point
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//-----------------------------------------------------------------------------
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int C_EnergyWave::DrawModel( int flags )
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{
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if ( !m_bReadyToDraw )
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return 0;
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// NOTE: We've got a stiff spring case here, we need to simulate at
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// a fairly fast timestep. A better solution would be to use an
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// implicit method, which I'm going to not implement for the moment
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float dt = gpGlobals->frametime;
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m_EWaveEffect.SetPosition( GetAbsOrigin(), GetAbsAngles() );
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m_EWaveEffect.Simulate(dt);
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Vector pt[NUM_SUBDIVISIONS * NUM_SUBDIVISIONS];
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Vector normal[NUM_SUBDIVISIONS * NUM_SUBDIVISIONS];
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float opacity[NUM_SUBDIVISIONS * NUM_SUBDIVISIONS];
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ComputeEWavePoints( pt, normal, opacity );
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DrawEWavePoints( pt, normal, opacity );
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return 1;
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}
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