source-engine/game/client/hl2/c_barnacle.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

314 lines
9.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_ai_basenpc.h"
#include "engine/ivmodelinfo.h"
#include "rope_physics.h"
#include "materialsystem/imaterialsystem.h"
#include "fx_line.h"
#include "engine/ivdebugoverlay.h"
#include "bone_setup.h"
#include "model_types.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define BARNACLE_TONGUE_POINTS 7
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_NPC_Barnacle : public C_AI_BaseNPC
{
public:
DECLARE_CLASS( C_NPC_Barnacle, C_AI_BaseNPC );
DECLARE_CLIENTCLASS();
C_NPC_Barnacle( void );
virtual void GetRenderBounds( Vector &theMins, Vector &theMaxs )
{
BaseClass::GetRenderBounds( theMins, theMaxs );
// Extend our bounding box downwards the length of the tongue
theMins -= Vector( 0, 0, m_flAltitude );
}
// Purpose: Initialize absmin & absmax to the appropriate box
virtual void ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs )
{
// Extend our bounding box downwards the length of the tongue
CollisionProp()->WorldSpaceAABB( pVecWorldMins, pVecWorldMaxs );
// We really care about the tongue tip. The altitude is not really relevant.
VectorMin( *pVecWorldMins, m_vecTip, *pVecWorldMins );
VectorMax( *pVecWorldMaxs, m_vecTip, *pVecWorldMaxs );
// pVecWorldMins->z -= m_flAltitude;
}
void OnDataChanged( DataUpdateType_t updateType );
void InitTonguePhysics( void );
void ClientThink( void );
void StandardBlendingRules( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
void SetVecTip( const float *pPosition );
void SetAltitude( float flAltitude );
// Purpose:
void ComputeVisualTipPoint( Vector *pTip );
protected:
Vector m_vecTipPrevious;
Vector m_vecRoot;
Vector m_vecTip;
Vector m_vecTipDrawOffset;
private:
// Tongue points
float m_flAltitude;
Vector m_vecTonguePoints[BARNACLE_TONGUE_POINTS];
CRopePhysics<BARNACLE_TONGUE_POINTS> m_TonguePhysics;
// Tongue physics delegate
class CBarnaclePhysicsDelegate : public CSimplePhysics::IHelper
{
public:
virtual void GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel );
virtual void ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes );
C_NPC_Barnacle *m_pBarnacle;
};
friend class CBarnaclePhysicsDelegate;
CBarnaclePhysicsDelegate m_PhysicsDelegate;
private:
C_NPC_Barnacle( const C_NPC_Barnacle & ); // not defined, not accessible
};
static void RecvProxy_VecTip( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
((C_NPC_Barnacle*)pStruct)->SetVecTip( pData->m_Value.m_Vector );
}
IMPLEMENT_CLIENTCLASS_DT( C_NPC_Barnacle, DT_Barnacle, CNPC_Barnacle )
RecvPropFloat( RECVINFO( m_flAltitude ) ),
RecvPropVector( RECVINFO( m_vecRoot ) ),
RecvPropVector( RECVINFO( m_vecTip ), 0, RecvProxy_VecTip ),
RecvPropVector( RECVINFO( m_vecTipDrawOffset ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_NPC_Barnacle::C_NPC_Barnacle( void )
{
m_PhysicsDelegate.m_pBarnacle = this;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_NPC_Barnacle::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
InitTonguePhysics();
// We want to think every frame.
SetNextClientThink( CLIENT_THINK_ALWAYS );
return;
}
}
//-----------------------------------------------------------------------------
// Sets the tongue altitude
//-----------------------------------------------------------------------------
void C_NPC_Barnacle::SetAltitude( float flAltitude )
{
m_flAltitude = flAltitude;
}
void C_NPC_Barnacle::SetVecTip( const float *pPosition )
{
Vector vecNewTip;
vecNewTip.Init( pPosition[0], pPosition[1], pPosition[2] );
if ( vecNewTip != m_vecTip )
{
m_vecTip = vecNewTip;
CollisionProp()->MarkSurroundingBoundsDirty();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_NPC_Barnacle::InitTonguePhysics( void )
{
// Init tongue spline
// First point is at the top
m_TonguePhysics.SetupSimulation( m_flAltitude / (BARNACLE_TONGUE_POINTS-1), &m_PhysicsDelegate );
m_TonguePhysics.Restart();
// Initialize the positions of the nodes.
m_TonguePhysics.GetFirstNode()->m_vPos = m_vecRoot;
m_TonguePhysics.GetFirstNode()->m_vPrevPos = m_TonguePhysics.GetFirstNode()->m_vPos;
float flAltitude = m_flAltitude;
for( int i = 1; i < m_TonguePhysics.NumNodes(); i++ )
{
flAltitude *= 0.5;
CSimplePhysics::CNode *pNode = m_TonguePhysics.GetNode( i );
pNode->m_vPos = m_TonguePhysics.GetNode(i-1)->m_vPos - Vector(0,0,flAltitude);
pNode->m_vPrevPos = pNode->m_vPos;
// Set the length of the node's spring
//m_TonguePhysics.ResetNodeSpringLength( i-1, flAltitude );
}
m_vecTipPrevious = m_vecTip;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_NPC_Barnacle::ClientThink( void )
{
m_TonguePhysics.Simulate( gpGlobals->frametime );
// Set the spring's length to that of the tongue's extension
m_TonguePhysics.ResetSpringLength( m_flAltitude / (BARNACLE_TONGUE_POINTS-1) );
// Necessary because ComputeVisualTipPoint depends on m_vecTipPrevious
Vector vecTemp;
ComputeVisualTipPoint( &vecTemp );
m_vecTipPrevious = vecTemp;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_NPC_Barnacle::StandardBlendingRules( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask )
{
BaseClass::StandardBlendingRules( hdr, pos, q, currentTime, boneMask );
if ( !hdr )
return;
int firstBone = Studio_BoneIndexByName( hdr, "Barnacle.tongue1" );
Vector vecPrevRight;
GetVectors( NULL, &vecPrevRight, NULL );
Vector vecPrev = pos[Studio_BoneIndexByName( hdr, "Barnacle.base" )];
Vector vecCurr = vec3_origin;
Vector vecForward;
for ( int i = 0; i <= BARNACLE_TONGUE_POINTS; i++ )
{
// We double up the bones at the last node.
if ( i == BARNACLE_TONGUE_POINTS )
{
vecCurr = m_TonguePhysics.GetLastNode()->m_vPos;
}
else
{
vecCurr = m_TonguePhysics.GetNode(i)->m_vPos;
}
//debugoverlay->AddBoxOverlay( vecCurr, -Vector(2,2,2), Vector(2,2,2), vec3_angle, 0,255,0, 128, 0.1 );
// Fill out the positions in local space
VectorITransform( vecCurr, EntityToWorldTransform(), pos[firstBone+i] );
vecCurr = pos[firstBone+i];
// Disallow twist in the tongue visually
// Forward vector has to follow the tongue, right + up have to minimize twist from
// the previous bone
// Fill out the angles
if ( i != BARNACLE_TONGUE_POINTS )
{
vecForward = (vecCurr - vecPrev);
if ( VectorNormalize( vecForward ) < 1e-3 )
{
vecForward.Init( 0, 0, 1 );
}
}
// Project the previous vecRight into a plane perpendicular to vecForward
// that's the vector closest to what we want...
Vector vecRight, vecUp;
VectorMA( vecPrevRight, -DotProduct( vecPrevRight, vecForward ), vecForward, vecRight );
VectorNormalize( vecRight );
CrossProduct( vecForward, vecRight, vecUp );
BasisToQuaternion( vecForward, vecRight, vecUp, q[firstBone+i] );
vecPrev = vecCurr;
vecPrevRight = vecRight;
}
}
//===============================================================================================================================
// BARNACLE TONGUE PHYSICS
//===============================================================================================================================
#define TONGUE_GRAVITY 0, 0, -1000
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_NPC_Barnacle::CBarnaclePhysicsDelegate::GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel )
{
// Gravity.
pAccel->Init( TONGUE_GRAVITY );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#define TIP_SNAP_FACTOR 200
// Todo: this really ought to be SIMD.
void C_NPC_Barnacle::ComputeVisualTipPoint( Vector *pTip )
{
float flTipMove = TIP_SNAP_FACTOR * gpGlobals->frametime;
Vector tipIdeal;
VectorAdd(m_vecTip, m_vecTipDrawOffset, tipIdeal);
if ( tipIdeal.DistToSqr( m_vecTipPrevious ) > (flTipMove * flTipMove) )
{
// Inch the visual tip toward the actual tip
VectorSubtract( tipIdeal, m_vecTipPrevious, *pTip );
VectorNormalize( *pTip );
*pTip *= flTipMove;
*pTip += m_vecTipPrevious;
}
else
{
*pTip = tipIdeal;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_NPC_Barnacle::CBarnaclePhysicsDelegate::ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes )
{
// Startpoint always stays at the root
pNodes[0].m_vPos = m_pBarnacle->m_vecRoot;
// Endpoint always stays at the tip
m_pBarnacle->ComputeVisualTipPoint( &pNodes[nNodes-1].m_vPos );
}