Ejemplo n.º 1
0
void CAnimating::GetBoneTransform( int iBone, matrix3x4_t &pBoneToWorld )
{
	CStudioHdr *pStudioHdr = GetModelPtr( );

	if (!pStudioHdr)
	{
		Assert(!"CBaseAnimating::GetBoneTransform: model missing");
		return;
	}

	if (iBone < 0 || iBone >= pStudioHdr->numbones())
	{
		Assert(!"CBaseAnimating::GetBoneTransform: invalid bone index");
		return;
	}

	CBoneCache *pcache = GetBoneCache( );

	matrix3x4_t *pmatrix = pcache->GetCachedBone( iBone );

	if ( !pmatrix )
	{
		MatrixCopy( EntityToWorldTransform(), pBoneToWorld );
		return;
	}

	Assert( pmatrix );
	
	// FIXME
	MatrixCopy( *pmatrix, pBoneToWorld );
}
Ejemplo n.º 2
0
bool CAnimating::ComputeHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs )
{
	// Note that this currently should not be called during Relink because of IK.
	// The code below recomputes bones so as to get at the hitboxes,
	// which causes IK to trigger, which causes raycasts against the other entities to occur,
	// which is illegal to do while in the Relink phase.

	CStudioHdr *pStudioHdr = GetModelPtr();
	if (!pStudioHdr)
		return false;

	mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( m_nHitboxSet );
	if ( !set || !set->numhitboxes )
		return false;

	CBoneCache *pCache = GetBoneCache();

	// Compute a box in world space that surrounds this entity
	pVecWorldMins->Init( FLT_MAX, FLT_MAX, FLT_MAX );
	pVecWorldMaxs->Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );

	Vector vecBoxAbsMins, vecBoxAbsMaxs;
	for ( int i = 0; i < set->numhitboxes; i++ )
	{
		mstudiobbox_t *pbox = set->pHitbox(i);
		matrix3x4_t *pMatrix = pCache->GetCachedBone(pbox->bone);

		if ( pMatrix )
		{
			TransformAABB( *pMatrix, pbox->bbmin, pbox->bbmax, vecBoxAbsMins, vecBoxAbsMaxs );
			VectorMin( *pVecWorldMins, vecBoxAbsMins, *pVecWorldMins );
			VectorMax( *pVecWorldMaxs, vecBoxAbsMaxs, *pVecWorldMaxs );
		}
	}
	return true;
}
Ejemplo n.º 3
0
//-----------------------------------------------------------------------------
// Purpose: Attaches fire to the hitboxes of an animating character. The fire
//			is distributed based on hitbox volumes -- it attaches to the larger
//			hitboxes first.
//-----------------------------------------------------------------------------
void C_EntityFlame::AttachToHitBoxes( void )
{
	m_pCachedModel = NULL;

	C_BaseCombatCharacter *pAnimating = (C_BaseCombatCharacter *)m_hEntAttached.Get();
	if (!pAnimating || !pAnimating->GetModel())
	{
		return;
	}

	CStudioHdr *pStudioHdr = pAnimating->GetModelPtr();
	if (!pStudioHdr)
	{
		return;
	}

	mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->m_nHitboxSet );
	if ( !set )
	{
		return;
	}

	if ( !set->numhitboxes )
	{
		return;
	}

	m_pCachedModel = pAnimating->GetModel();

	CBoneCache *pCache = pAnimating->GetBoneCache( pStudioHdr );
	matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
	pCache->ReadCachedBonePointers( hitboxbones, pStudioHdr->numbones() );

	//
	// Sort the hitboxes by volume.
	//
	HitboxVolume_t hitboxvolume[MAXSTUDIOBONES];
	for ( int i = 0; i < set->numhitboxes; i++ )
	{
		mstudiobbox_t *pBox = set->pHitbox(i);
		hitboxvolume[i].nIndex = i;
		hitboxvolume[i].flVolume = CalcBoxVolume(pBox->bbmin, pBox->bbmax);
	}
	qsort(hitboxvolume, set->numhitboxes, sizeof(hitboxvolume[0]), (int (__cdecl *)(const void *, const void *))SortHitboxVolumes);

	//
	// Attach fire to the hitboxes.
	//
	for ( int i = 0; i < NUM_HITBOX_FIRES; i++ )
	{
		int hitboxindex;
		//
		// Pick the 5 biggest hitboxes, or random ones if there are less than 5 hitboxes,
		// then pick random ones after that.
		//
		if (( i < 5 ) && ( i < set->numhitboxes ))
		{
			hitboxindex = i;
		}
		else
		{
			hitboxindex = random->RandomInt( 0, set->numhitboxes - 1 );
		}
		
		mstudiobbox_t *pBox = set->pHitbox( hitboxvolume[hitboxindex].nIndex );

		Assert( hitboxbones[pBox->bone] );
	
		m_nHitbox[i] = hitboxvolume[hitboxindex].nIndex;
		m_pFireSmoke[i] = new C_FireSmoke;

		//
		// Calculate a position within the hitbox to place the fire.
		//
		m_vecFireOrigin[i] = Vector(random->RandomFloat(pBox->bbmin.x, pBox->bbmax.x), random->RandomFloat(pBox->bbmin.y, pBox->bbmax.y), random->RandomFloat(pBox->bbmin.z, pBox->bbmax.z));
		Vector vecAbsOrigin;
		VectorTransform( m_vecFireOrigin[i], *hitboxbones[pBox->bone], vecAbsOrigin);
		m_pFireSmoke[i]->SetLocalOrigin( vecAbsOrigin );

		
		//
		// The first fire emits smoke, the rest do not.
		//
		m_pFireSmoke[i]->m_nFlags = bitsFIRESMOKE_ACTIVE;

		m_pFireSmoke[i]->m_nFlameModelIndex	= modelinfo->GetModelIndex("sprites/fire1.vmt");
		m_pFireSmoke[i]->m_nFlameFromAboveModelIndex = modelinfo->GetModelIndex("sprites/flamefromabove.vmt");
		m_pFireSmoke[i]->m_flScale = 0;
		m_pFireSmoke[i]->m_flStartScale = 0;
		m_pFireSmoke[i]->m_flScaleTime = 1.5;
		m_pFireSmoke[i]->m_flScaleRegister = 0.1;
		m_pFireSmoke[i]->m_flChildFlameSpread = 20.0;
		m_pFireSmoke[i]->m_flScaleStart = 0;
		m_pFireSmoke[i]->SetOwnerEntity( this );
		
		// Do a simple That Looks About Right clamp on the volumes
		// so that we don't get flames too large or too tiny.
		float flVolume = hitboxvolume[hitboxindex].flVolume;

		Assert( IsFinite(flVolume) );

#define FLAME_HITBOX_MIN_VOLUME 1000.0f
#define FLAME_HITBOX_MAX_VOLUME 4000.0f

		if( flVolume < FLAME_HITBOX_MIN_VOLUME )
		{
			flVolume = FLAME_HITBOX_MIN_VOLUME;
		}
		else if( flVolume > FLAME_HITBOX_MAX_VOLUME )
		{
			flVolume = FLAME_HITBOX_MAX_VOLUME;
		}

		m_pFireSmoke[i]->m_flScaleEnd = 0.00012f * flVolume;
		m_pFireSmoke[i]->m_flScaleTimeStart = Helper_GetTime();
		m_pFireSmoke[i]->m_flScaleTimeEnd = Helper_GetTime() + 2.0;

		m_pFireSmoke[i]->StartClientOnly();
	}

	m_bAttachedToHitboxes = true;
}
//-----------------------------------------------------------------------------
// Purpose: Recompute my rendering box
//-----------------------------------------------------------------------------
void C_QUA_Strider::ClientThink()
{
	int i;
	Vector vecMins, vecMaxs;
	Vector vecAbsMins, vecAbsMaxs;
	matrix3x4_t worldToStrider, hitboxToStrider;
	Vector vecBoxMins, vecBoxMaxs;
	Vector vecBoxAbsMins, vecBoxAbsMaxs;
	mstudiohitboxset_t *set;
	CBoneCache *pCache = NULL;

	// The reason why this is here, as opposed to in SetObjectCollisionBox,
	// is because of IK. The code below recomputes bones so as to get at the hitboxes,
	// which causes IK to trigger, which causes raycasts against the other entities to occur,
	// which is illegal to do while in the Relink phase.

	studiohdr_t *pStudioHdr = GetModel()?modelinfo->GetStudiomodel( GetModel() ):NULL;
	if (!pStudioHdr)
		goto doneWithComputation;

	set = pStudioHdr->pHitboxSet( m_nHitboxSet );
	if ( !set || !set->numhitboxes )
		goto doneWithComputation;

	CStudioHdr *hdr = GetModelPtr();
	pCache = GetBoneCache( hdr );

	matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
	pCache->ReadCachedBonePointers( hitboxbones, pStudioHdr->numbones );

//	// Compute a box in world space that surrounds this entity
	m_vecRenderMins.Init( FLT_MAX, FLT_MAX, FLT_MAX );
	m_vecRenderMaxs.Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );
//
	MatrixInvert( EntityToWorldTransform(), worldToStrider );
//
	for ( i = 0; i < set->numhitboxes; i++ )
	{
		mstudiobbox_t *pbox = set->pHitbox(i);
		ConcatTransforms( worldToStrider, *hitboxbones[pbox->bone], hitboxToStrider );

		TransformAABB( hitboxToStrider, pbox->bbmin, pbox->bbmax, vecBoxMins, vecBoxMaxs );
		VectorMin( m_vecRenderMins, vecBoxMins, m_vecRenderMins );
		VectorMax( m_vecRenderMaxs, vecBoxMaxs, m_vecRenderMaxs );
	}
//	// Deberiamos poner aqui lo de la vista??
//
//	// UNDONE: Disabled this until we can get closer to a final map and tune
//#if 0
//	// Cut ropes.
//	if ( gpGlobals->curtime >= m_flNextRopeCutTime )
//	{
//		// Blow the bbox out a little.
//		Vector vExtendedMins = vecMins - Vector( 50, 50, 50 );
//		Vector vExtendedMaxs = vecMaxs + Vector( 50, 50, 50 );
//
//		C_RopeKeyframe *ropes[512];
//		int nRopes = C_RopeKeyframe::GetRopesIntersectingAABB( ropes, ARRAYSIZE( ropes ), GetAbsOrigin() + vExtendedMins, GetAbsOrigin() + vExtendedMaxs );
//		for ( int i=0; i < nRopes; i++ )
//		{
//			C_RopeKeyframe *pRope = ropes[i];
//
//			if ( pRope->GetEndEntity() )
//			{
//				Vector vPos;
//				if ( pRope->GetEndPointPos( 1, vPos ) )
//				{
//					// Detach the endpoint.
//					pRope->SetEndEntity( NULL );
//					
//					// Make some spark effect here..
//					g_pEffects->Sparks( vPos );
//				}				
//			}
//		}
//
//		m_flNextRopeCutTime = gpGlobals->curtime + 0.5;
//	}
//#endif

doneWithComputation:	
	// True argument because the origin may have stayed the same, but the size is expected to always change
	g_pClientShadowMgr->AddToDirtyShadowList( this, true );
}