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499 lines
14 KiB
C++
499 lines
14 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client side view model implementation. Responsible for drawing
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// the view model.
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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 "c_baseviewmodel.h"
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#include "model_types.h"
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#include "hud.h"
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#include "view_shared.h"
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#include "iviewrender.h"
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#include "view.h"
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#include "mathlib/vmatrix.h"
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#include "cl_animevent.h"
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#include "eventlist.h"
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#include "tools/bonelist.h"
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#include <KeyValues.h>
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#include "hltvcamera.h"
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#if defined( REPLAY_ENABLED )
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#include "replay/replaycamera.h"
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#include "replay/ireplaysystem.h"
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#include "replay/ienginereplay.h"
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#endif
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// NVNT haptics system interface
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#include "haptics/ihaptics.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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#ifdef CSTRIKE_DLL
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ConVar cl_righthand( "cl_righthand", "1", FCVAR_ARCHIVE, "Use right-handed view models." );
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#endif
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#ifdef TF_CLIENT_DLL
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ConVar cl_flipviewmodels( "cl_flipviewmodels", "0", FCVAR_USERINFO | FCVAR_ARCHIVE | FCVAR_NOT_CONNECTED, "Flip view models." );
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#endif
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void PostToolMessage( HTOOLHANDLE hEntity, KeyValues *msg );
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void FormatViewModelAttachment( Vector &vOrigin, bool bInverse )
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{
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// Presumably, SetUpView has been called so we know our FOV and render origin.
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const CViewSetup *pViewSetup = view->GetPlayerViewSetup();
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float worldx = tan( pViewSetup->fov * M_PI/360.0 );
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float viewx = tan( pViewSetup->fovViewmodel * M_PI/360.0 );
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// aspect ratio cancels out, so only need one factor
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// the difference between the screen coordinates of the 2 systems is the ratio
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// of the coefficients of the projection matrices (tan (fov/2) is that coefficient)
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float factorX = worldx / viewx;
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float factorY = factorX;
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// Get the coordinates in the viewer's space.
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Vector tmp = vOrigin - pViewSetup->origin;
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Vector vTransformed( MainViewRight().Dot( tmp ), MainViewUp().Dot( tmp ), MainViewForward().Dot( tmp ) );
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// Now squash X and Y.
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if ( bInverse )
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{
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if ( factorX != 0 && factorY != 0 )
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{
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vTransformed.x /= factorX;
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vTransformed.y /= factorY;
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}
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else
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{
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vTransformed.x = 0.0f;
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vTransformed.y = 0.0f;
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}
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}
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else
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{
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vTransformed.x *= factorX;
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vTransformed.y *= factorY;
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}
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// Transform back to world space.
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Vector vOut = (MainViewRight() * vTransformed.x) + (MainViewUp() * vTransformed.y) + (MainViewForward() * vTransformed.z);
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vOrigin = pViewSetup->origin + vOut;
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}
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void C_BaseViewModel::FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld )
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{
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Vector vecOrigin;
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MatrixPosition( attachmentToWorld, vecOrigin );
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::FormatViewModelAttachment( vecOrigin, false );
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PositionMatrix( vecOrigin, attachmentToWorld );
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}
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bool C_BaseViewModel::IsViewModel() const
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{
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return true;
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}
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void C_BaseViewModel::UncorrectViewModelAttachment( Vector &vOrigin )
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{
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// Unformat the attachment.
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::FormatViewModelAttachment( vOrigin, true );
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}
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//-----------------------------------------------------------------------------
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// Purpose
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//-----------------------------------------------------------------------------
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void C_BaseViewModel::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
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{
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// We override sound requests so that we can play them locally on the owning player
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if ( ( event == AE_CL_PLAYSOUND ) || ( event == CL_EVENT_SOUND ) )
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{
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// Only do this if we're owned by someone
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if ( GetOwner() != NULL )
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{
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CLocalPlayerFilter filter;
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EmitSound( filter, GetOwner()->GetSoundSourceIndex(), options, &GetAbsOrigin() );
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return;
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}
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}
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// Otherwise pass the event to our associated weapon
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C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
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if ( pWeapon )
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{
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// NVNT notify the haptics system of our viewmodel's event
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if ( haptics )
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haptics->ProcessHapticEvent(4,"Weapons",pWeapon->GetName(),"AnimationEvents",VarArgs("%i",event));
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bool bResult = pWeapon->OnFireEvent( this, origin, angles, event, options );
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if ( !bResult )
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{
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BaseClass::FireEvent( origin, angles, event, options );
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}
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}
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}
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bool C_BaseViewModel::Interpolate( float currentTime )
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{
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CStudioHdr *pStudioHdr = GetModelPtr();
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// Make sure we reset our animation information if we've switch sequences
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UpdateAnimationParity();
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bool bret = BaseClass::Interpolate( currentTime );
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// Hack to extrapolate cycle counter for view model
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float elapsed_time = currentTime - m_flAnimTime;
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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// Predicted viewmodels have fixed up interval
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if ( GetPredictable() || IsClientCreated() )
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{
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Assert( pPlayer );
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float curtime = pPlayer ? pPlayer->GetFinalPredictedTime() : gpGlobals->curtime;
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elapsed_time = curtime - m_flAnimTime;
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// Adjust for interpolated partial frame
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if ( !engine->IsPaused() )
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{
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elapsed_time += ( gpGlobals->interpolation_amount * TICK_INTERVAL );
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}
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}
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// Prediction errors?
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if ( elapsed_time < 0 )
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{
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elapsed_time = 0;
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}
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float dt = elapsed_time * GetSequenceCycleRate( pStudioHdr, GetSequence() ) * GetPlaybackRate();
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if ( dt >= 1.0f )
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{
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if ( !IsSequenceLooping( GetSequence() ) )
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{
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dt = 0.999f;
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}
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else
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{
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dt = fmod( dt, 1.0f );
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}
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}
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SetCycle( dt );
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return bret;
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}
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inline bool C_BaseViewModel::ShouldFlipViewModel()
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{
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#ifdef CSTRIKE_DLL
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// If cl_righthand is set, then we want them all right-handed.
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CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
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if ( pWeapon )
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{
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const FileWeaponInfo_t *pInfo = &pWeapon->GetWpnData();
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return pInfo->m_bAllowFlipping && pInfo->m_bBuiltRightHanded != cl_righthand.GetBool();
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}
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#endif
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#ifdef TF_CLIENT_DLL
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CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
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if ( pWeapon )
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{
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return pWeapon->m_bFlipViewModel != cl_flipviewmodels.GetBool();
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}
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#endif
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return false;
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}
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void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
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{
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if ( ShouldFlipViewModel() )
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{
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matrix3x4_t viewMatrix, viewMatrixInverse;
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// We could get MATERIAL_VIEW here, but this is called sometimes before the renderer
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// has set that matrix. Luckily, this is called AFTER the CViewSetup has been initialized.
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const CViewSetup *pSetup = view->GetPlayerViewSetup();
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AngleMatrix( pSetup->angles, pSetup->origin, viewMatrixInverse );
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MatrixInvert( viewMatrixInverse, viewMatrix );
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// Transform into view space.
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matrix3x4_t temp, temp2;
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ConcatTransforms( viewMatrix, transform, temp );
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// Flip it along X.
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// (This is the slower way to do it, and it equates to negating the top row).
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//matrix3x4_t mScale;
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//SetIdentityMatrix( mScale );
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//mScale[0][0] = 1;
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//mScale[1][1] = -1;
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//mScale[2][2] = 1;
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//ConcatTransforms( mScale, temp, temp2 );
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temp[1][0] = -temp[1][0];
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temp[1][1] = -temp[1][1];
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temp[1][2] = -temp[1][2];
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temp[1][3] = -temp[1][3];
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// Transform back out of view space.
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ConcatTransforms( viewMatrixInverse, temp, transform );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: check if weapon viewmodel should be drawn
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//-----------------------------------------------------------------------------
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bool C_BaseViewModel::ShouldDraw()
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{
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if ( engine->IsHLTV() )
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{
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return ( HLTVCamera()->GetMode() == OBS_MODE_IN_EYE &&
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HLTVCamera()->GetPrimaryTarget() == GetOwner() );
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}
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#if defined( REPLAY_ENABLED )
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else if ( g_pEngineClientReplay->IsPlayingReplayDemo() )
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{
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return ( ReplayCamera()->GetMode() == OBS_MODE_IN_EYE &&
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ReplayCamera()->GetPrimaryTarget() == GetOwner() );
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}
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#endif
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else
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{
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return BaseClass::ShouldDraw();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried
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// by this player, otherwise draw the worldmodel.
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//-----------------------------------------------------------------------------
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int C_BaseViewModel::DrawModel( int flags )
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{
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if ( !m_bReadyToDraw )
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return 0;
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if ( flags & STUDIO_RENDER )
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{
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// Determine blending amount and tell engine
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float blend = (float)( GetFxBlend() / 255.0f );
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// Totally gone
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if ( blend <= 0.0f )
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return 0;
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// Tell engine
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render->SetBlend( blend );
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float color[3];
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GetColorModulation( color );
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render->SetColorModulation( color );
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}
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
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int ret;
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// If the local player's overriding the viewmodel rendering, let him do it
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if ( pPlayer && pPlayer->IsOverridingViewmodel() )
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{
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ret = pPlayer->DrawOverriddenViewmodel( this, flags );
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}
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else if ( pWeapon && pWeapon->IsOverridingViewmodel() )
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{
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ret = pWeapon->DrawOverriddenViewmodel( this, flags );
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}
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else
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{
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ret = BaseClass::DrawModel( flags );
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}
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// Now that we've rendered, reset the animation restart flag
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if ( flags & STUDIO_RENDER )
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{
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if ( m_nOldAnimationParity != m_nAnimationParity )
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{
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m_nOldAnimationParity = m_nAnimationParity;
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}
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// Tell the weapon itself that we've rendered, in case it wants to do something
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if ( pWeapon )
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{
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pWeapon->ViewModelDrawn( this );
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}
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}
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return ret;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int C_BaseViewModel::InternalDrawModel( int flags )
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{
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CMatRenderContextPtr pRenderContext( materials );
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if ( ShouldFlipViewModel() )
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pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
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int ret = BaseClass::InternalDrawModel( flags );
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pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
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return ret;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called by the player when the player's overriding the viewmodel drawing. Avoids infinite recursion.
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//-----------------------------------------------------------------------------
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int C_BaseViewModel::DrawOverriddenViewmodel( int flags )
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{
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return BaseClass::DrawModel( flags );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : int
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//-----------------------------------------------------------------------------
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int C_BaseViewModel::GetFxBlend( void )
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{
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// See if the local player wants to override the viewmodel's rendering
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( pPlayer && pPlayer->IsOverridingViewmodel() )
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{
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pPlayer->ComputeFxBlend();
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return pPlayer->GetFxBlend();
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}
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C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
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if ( pWeapon && pWeapon->IsOverridingViewmodel() )
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{
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pWeapon->ComputeFxBlend();
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return pWeapon->GetFxBlend();
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}
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return BaseClass::GetFxBlend();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool C_BaseViewModel::IsTransparent( void )
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{
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// See if the local player wants to override the viewmodel's rendering
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( pPlayer && pPlayer->IsOverridingViewmodel() )
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{
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return pPlayer->ViewModel_IsTransparent();
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}
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C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
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if ( pWeapon && pWeapon->IsOverridingViewmodel() )
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return pWeapon->ViewModel_IsTransparent();
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return BaseClass::IsTransparent();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool C_BaseViewModel::UsesPowerOfTwoFrameBufferTexture( void )
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{
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// See if the local player wants to override the viewmodel's rendering
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( pPlayer && pPlayer->IsOverridingViewmodel() )
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{
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return pPlayer->ViewModel_IsUsingFBTexture();
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}
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C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
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if ( pWeapon && pWeapon->IsOverridingViewmodel() )
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{
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return pWeapon->ViewModel_IsUsingFBTexture();
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}
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return BaseClass::UsesPowerOfTwoFrameBufferTexture();
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}
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//-----------------------------------------------------------------------------
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// Purpose: If the animation parity of the weapon has changed, we reset cycle to avoid popping
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//-----------------------------------------------------------------------------
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void C_BaseViewModel::UpdateAnimationParity( void )
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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// If we're predicting, then we don't use animation parity because we change the animations on the clientside
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// while predicting. When not predicting, only the server changes the animations, so a parity mismatch
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// tells us if we need to reset the animation.
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if ( m_nOldAnimationParity != m_nAnimationParity && !GetPredictable() )
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{
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float curtime = (pPlayer && IsIntermediateDataAllocated()) ? pPlayer->GetFinalPredictedTime() : gpGlobals->curtime;
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// FIXME: this is bad
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// Simulate a networked m_flAnimTime and m_flCycle
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// FIXME: Do we need the magic 0.1?
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SetCycle( 0.0f ); // GetSequenceCycleRate( GetSequence() ) * 0.1;
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m_flAnimTime = curtime;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Update global map state based on data received
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// Input : bnewentity -
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//-----------------------------------------------------------------------------
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void C_BaseViewModel::OnDataChanged( DataUpdateType_t updateType )
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{
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SetPredictionEligible( true );
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BaseClass::OnDataChanged(updateType);
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}
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void C_BaseViewModel::PostDataUpdate( DataUpdateType_t updateType )
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{
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BaseClass::PostDataUpdate(updateType);
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OnLatchInterpolatedVariables( LATCH_ANIMATION_VAR );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add entity to visible view models list
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//-----------------------------------------------------------------------------
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void C_BaseViewModel::AddEntity( void )
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{
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// Server says don't interpolate this frame, so set previous info to new info.
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if ( IsNoInterpolationFrame() )
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{
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ResetLatched();
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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 C_BaseViewModel::GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS])
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{
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BaseClass::GetBoneControllers( controllers );
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// Tell the weapon itself that we've rendered, in case it wants to do something
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C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
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if ( pWeapon )
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{
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pWeapon->GetViewmodelBoneControllers( this, controllers );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : RenderGroup_t
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//-----------------------------------------------------------------------------
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RenderGroup_t C_BaseViewModel::GetRenderGroup()
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{
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return RENDER_GROUP_VIEW_MODEL_OPAQUE;
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}
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