void CAI_PlaneSolver::AdjustSolutionForFliers( const AILocalMoveGoal_t &goal, float flSolutionYaw, Vector *pSolution ) { // Fliers should move up if there are local obstructions... // A hacky solution, but the bigger the angle of deflection, the more likely // we're close to a problem and the higher we should go up. Assert( pSolution->z == 0.0f ); // If we're largely needing to move down, then blow off the upward motion... Vector vecDelta, vecDir; VectorSubtract( goal.target, GetLocalOrigin(), vecDelta ); vecDir = vecDelta; VectorNormalize( vecDir ); float flRadius = sqrt( vecDir.x * vecDir.x + vecDir.y * vecDir.y ); *pSolution *= flRadius; pSolution->z = vecDir.z; AssertFloatEquals( pSolution->LengthSqr(), 1.0f, 1e-3 ); // Move up 0 when we have to move forward as much as we have to move down z (45 degree angle) // Move up max when we have to move forward 5x as much as we have to move down z, // or if we have to move up z. float flUpAmount = 0.0f; if ( vecDir.z >= -flRadius * MIN_ZDIR_TO_RADIUS) { flUpAmount = 1.0f; } else if ((vecDir.z <= -flRadius) || (fabs(vecDir.z) < 1e-3)) { flUpAmount = 0.0f; } else { flUpAmount = (-flRadius / vecDir.z) - 1.0f; flUpAmount *= MIN_ZDIR_TO_RADIUS; Assert( (flUpAmount >= 0.0f) && (flUpAmount <= 1.0f) ); } // Check the deflection amount... pSolution->z += flUpAmount * 5.0f; // FIXME: Also, if we've got a bunch of regulations, we may // also wish to raise up a little bit..because this indicates // that we've got a bunch of stuff to avoid VectorNormalize( *pSolution ); }
bool CFlashlightEffect::ComputeLightPosAndOrientation( const Vector &vecPos, const Vector &vecForward, const Vector &vecRight, const Vector &vecUp, Vector& vecFinalPos, Quaternion& quatOrientation, bool bTracePlayers ) { const float flEpsilon = 0.1f; // Offset flashlight position along vecUp float flDistCutoff = r_flashlighttracedistcutoff.GetFloat(); const float flDistDrag = 0.2; bool bDebugVis = r_flashlightvisualizetrace.GetBool(); C_BasePlayer *pPlayer = UTIL_PlayerByIndex( m_nEntIndex ); if ( !pPlayer ) { pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { Assert( false ); return false; } } // We will lock some of the flashlight params if player is on a ladder, to prevent oscillations due to the trace-rays bool bPlayerOnLadder = ( pPlayer->GetMoveType() == MOVETYPE_LADDER ); CTraceFilterSkipPlayerAndViewModel traceFilter( pPlayer, bTracePlayers ); // Vector vOrigin = vecPos + r_flashlightoffsety.GetFloat() * vecUp; Vector vecOffset; pPlayer->GetFlashlightOffset( vecForward, vecRight, vecUp, &vecOffset ); Vector vOrigin = vecPos + vecOffset; // Not on ladder...trace a hull if ( !bPlayerOnLadder ) { Vector vecPlayerEyePos = pPlayer->GetRenderOrigin() + pPlayer->GetViewOffset(); trace_t pmOriginTrace; UTIL_TraceHull( vecPlayerEyePos, vOrigin, Vector(-2, -2, -2), Vector(2, 2, 2), ( MASK_SOLID & ~(CONTENTS_HITBOX) ) | CONTENTS_WINDOW | CONTENTS_GRATE, &traceFilter, &pmOriginTrace );//1 if ( bDebugVis ) { debugoverlay->AddBoxOverlay( pmOriginTrace.endpos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), QAngle( 0, 0, 0 ), 0, 255, 0, 16, 0 ); if ( pmOriginTrace.DidHit() || pmOriginTrace.startsolid ) { debugoverlay->AddLineOverlay( pmOriginTrace.startpos, pmOriginTrace.endpos, 255, 128, 128, true, 0 ); } else { debugoverlay->AddLineOverlay( pmOriginTrace.startpos, pmOriginTrace.endpos, 255, 0, 0, true, 0 ); } } if ( pmOriginTrace.DidHit() || pmOriginTrace.startsolid ) { vOrigin = pmOriginTrace.endpos; } else { if ( pPlayer->m_vecFlashlightOrigin != vecPlayerEyePos ) { vOrigin = vecPos; } } } else // on ladder...skip the above hull trace { vOrigin = vecPos; } // Now do a trace along the flashlight direction to ensure there is nothing within range to pull back from int iMask = MASK_OPAQUE_AND_NPCS; iMask &= ~CONTENTS_HITBOX; iMask |= CONTENTS_WINDOW | CONTENTS_GRATE | CONTENTS_IGNORE_NODRAW_OPAQUE; Vector vTarget = vOrigin + vecForward * r_flashlightfar.GetFloat(); // Work with these local copies of the basis for the rest of the function Vector vDir = vTarget - vOrigin; Vector vRight = vecRight; Vector vUp = vecUp; VectorNormalize( vDir ); VectorNormalize( vRight ); VectorNormalize( vUp ); // Orthonormalize the basis, since the flashlight texture projection will require this later... vUp -= DotProduct( vDir, vUp ) * vDir; VectorNormalize( vUp ); vRight -= DotProduct( vDir, vRight ) * vDir; VectorNormalize( vRight ); vRight -= DotProduct( vUp, vRight ) * vUp; VectorNormalize( vRight ); AssertFloatEquals( DotProduct( vDir, vRight ), 0.0f, 1e-3 ); AssertFloatEquals( DotProduct( vDir, vUp ), 0.0f, 1e-3 ); AssertFloatEquals( DotProduct( vRight, vUp ), 0.0f, 1e-3 ); trace_t pmDirectionTrace; UTIL_TraceHull( vOrigin, vTarget, Vector( -1.5, -1.5, -1.5 ), Vector( 1.5, 1.5, 1.5 ), iMask, &traceFilter, &pmDirectionTrace );//.5 if ( bDebugVis ) { debugoverlay->AddBoxOverlay( pmDirectionTrace.endpos, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), QAngle( 0, 0, 0 ), 0, 0, 255, 16, 0 ); debugoverlay->AddLineOverlay( vOrigin, pmDirectionTrace.endpos, 255, 0, 0, false, 0 ); } float flTargetPullBackDist = 0.0f; float flDist = (pmDirectionTrace.endpos - vOrigin).Length(); if ( flDist < flDistCutoff ) { // We have an intersection with our cutoff range // Determine how far to pull back, then trace to see if we are clear float flPullBackDist = bPlayerOnLadder ? r_flashlightladderdist.GetFloat() : flDistCutoff - flDist; // Fixed pull-back distance if on ladder flTargetPullBackDist = flPullBackDist; if ( !bPlayerOnLadder ) { trace_t pmBackTrace; // start the trace away from the actual trace origin a bit, to avoid getting stuck on small, close "lips" UTIL_TraceHull( vOrigin - vDir * ( flDistCutoff * r_flashlightbacktraceoffset.GetFloat() ), vOrigin - vDir * ( flPullBackDist - flEpsilon ), Vector( -1.5f, -1.5f, -1.5f ), Vector( 1.5f, 1.5f, 1.5f ), iMask, &traceFilter, &pmBackTrace ); if ( bDebugVis ) { debugoverlay->AddLineOverlay( pmBackTrace.startpos, pmBackTrace.endpos, 255, 0, 255, true, 0 ); } if( pmBackTrace.DidHit() ) { // We have an intersection behind us as well, so limit our flTargetPullBackDist float flMaxDist = (pmBackTrace.endpos - vOrigin).Length() - flEpsilon; flTargetPullBackDist = MIN( flMaxDist, flTargetPullBackDist ); //m_flCurrentPullBackDist = MIN( flMaxDist, m_flCurrentPullBackDist ); // possible pop } } } if ( bDebugVis ) { // visualize pullback debugoverlay->AddBoxOverlay( vOrigin - vDir * m_flCurrentPullBackDist, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), QAngle( 0, 0, 0 ), 255, 255, 0, 16, 0 ); debugoverlay->AddBoxOverlay( vOrigin - vDir * flTargetPullBackDist, Vector( -1, -1, -1 ), Vector( 1, 1, 1 ), QAngle( 0, 0, 0 ), 128, 128, 0, 16, 0 ); } m_flCurrentPullBackDist = Lerp( flDistDrag, m_flCurrentPullBackDist, flTargetPullBackDist ); m_flCurrentPullBackDist = MIN( m_flCurrentPullBackDist, flDistCutoff ); // clamp to max pullback dist vOrigin = vOrigin - vDir * m_flCurrentPullBackDist; vecFinalPos = vOrigin; BasisToQuaternion( vDir, vRight, vUp, quatOrientation ); return true; }
//----------------------------------------------------------------------------- // Purpose: Do the headlight //----------------------------------------------------------------------------- void CFlashlightEffect::UpdateLightNew(const Vector &vecPos, const Vector &vecForward, const Vector &vecRight, const Vector &vecUp ) { VPROF_BUDGET( "CFlashlightEffect::UpdateLightNew", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING ); FlashlightState_t state; // We will lock some of the flashlight params if player is on a ladder, to prevent oscillations due to the trace-rays bool bPlayerOnLadder = ( C_BasePlayer::GetLocalPlayer()->GetMoveType() == MOVETYPE_LADDER ); const float flEpsilon = 0.1f; // Offset flashlight position along vecUp const float flDistCutoff = 128.0f; const float flDistDrag = 0.2; CTraceFilterSkipPlayerAndViewModel traceFilter; float flOffsetY = r_flashlightoffsety.GetFloat(); if( r_swingflashlight.GetBool() ) { // This projects the view direction backwards, attempting to raise the vertical // offset of the flashlight, but only when the player is looking down. Vector vecSwingLight = vecPos + vecForward * -12.0f; if( vecSwingLight.z > vecPos.z ) { flOffsetY += (vecSwingLight.z - vecPos.z); } } Vector vOrigin = vecPos + flOffsetY * vecUp; // Not on ladder...trace a hull if ( !bPlayerOnLadder ) { trace_t pmOriginTrace; UTIL_TraceHull( vecPos, vOrigin, Vector(-4, -4, -4), Vector(4, 4, 4), MASK_SOLID & ~(CONTENTS_HITBOX), &traceFilter, &pmOriginTrace ); if ( pmOriginTrace.DidHit() ) { vOrigin = vecPos; } } else // on ladder...skip the above hull trace { vOrigin = vecPos; } // Now do a trace along the flashlight direction to ensure there is nothing within range to pull back from int iMask = MASK_OPAQUE_AND_NPCS; iMask &= ~CONTENTS_HITBOX; iMask |= CONTENTS_WINDOW; // VR SOURCE - Use weap angle forward vector here Vector vTarget; /*if ( VR_Controller()->initialized() && VR_Controller()->hasWeaponTracking() ) { vTarget = vecPos + } else {*/ vTarget = vecPos + vecForward * r_flashlightfar.GetFloat(); // } // Work with these local copies of the basis for the rest of the function Vector vDir = vTarget - vOrigin; Vector vRight = vecRight; Vector vUp = vecUp; VectorNormalize( vDir ); VectorNormalize( vRight ); VectorNormalize( vUp ); // Orthonormalize the basis, since the flashlight texture projection will require this later... vUp -= DotProduct( vDir, vUp ) * vDir; VectorNormalize( vUp ); vRight -= DotProduct( vDir, vRight ) * vDir; VectorNormalize( vRight ); vRight -= DotProduct( vUp, vRight ) * vUp; VectorNormalize( vRight ); AssertFloatEquals( DotProduct( vDir, vRight ), 0.0f, 1e-3 ); AssertFloatEquals( DotProduct( vDir, vUp ), 0.0f, 1e-3 ); AssertFloatEquals( DotProduct( vRight, vUp ), 0.0f, 1e-3 ); trace_t pmDirectionTrace; UTIL_TraceHull( vOrigin, vTarget, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), iMask, &traceFilter, &pmDirectionTrace ); if ( r_flashlightvisualizetrace.GetBool() == true ) { debugoverlay->AddBoxOverlay( pmDirectionTrace.endpos, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), QAngle( 0, 0, 0 ), 0, 0, 255, 16, 0 ); debugoverlay->AddLineOverlay( vOrigin, pmDirectionTrace.endpos, 255, 0, 0, false, 0 ); } float flDist = (pmDirectionTrace.endpos - vOrigin).Length(); if ( flDist < flDistCutoff ) { // We have an intersection with our cutoff range // Determine how far to pull back, then trace to see if we are clear float flPullBackDist = bPlayerOnLadder ? r_flashlightladderdist.GetFloat() : flDistCutoff - flDist; // Fixed pull-back distance if on ladder m_flDistMod = Lerp( flDistDrag, m_flDistMod, flPullBackDist ); if ( !bPlayerOnLadder ) { trace_t pmBackTrace; UTIL_TraceHull( vOrigin, vOrigin - vDir*(flPullBackDist-flEpsilon), Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), iMask, &traceFilter, &pmBackTrace ); if( pmBackTrace.DidHit() ) { // We have an intersection behind us as well, so limit our m_flDistMod float flMaxDist = (pmBackTrace.endpos - vOrigin).Length() - flEpsilon; if( m_flDistMod > flMaxDist ) m_flDistMod = flMaxDist; } } } else { m_flDistMod = Lerp( flDistDrag, m_flDistMod, 0.0f ); } vOrigin = vOrigin - vDir * m_flDistMod; state.m_vecLightOrigin = vOrigin; BasisToQuaternion( vDir, vRight, vUp, state.m_quatOrientation ); state.m_fQuadraticAtten = r_flashlightquadratic.GetFloat(); bool bFlicker = false; #ifdef HL2_EPISODIC C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer(); if ( pPlayer ) { float flBatteryPower = ( pPlayer->m_HL2Local.m_flFlashBattery >= 0.0f ) ? ( pPlayer->m_HL2Local.m_flFlashBattery ) : pPlayer->m_HL2Local.m_flSuitPower; if ( flBatteryPower <= 10.0f ) { float flScale; if ( flBatteryPower >= 0.0f ) { flScale = ( flBatteryPower <= 4.5f ) ? SimpleSplineRemapVal( flBatteryPower, 4.5f, 0.0f, 1.0f, 0.0f ) : 1.0f; } else { flScale = SimpleSplineRemapVal( flBatteryPower, 10.0f, 4.8f, 1.0f, 0.0f ); } flScale = clamp( flScale, 0.0f, 1.0f ); if ( flScale < 0.35f ) { float flFlicker = cosf( gpGlobals->curtime * 6.0f ) * sinf( gpGlobals->curtime * 15.0f ); if ( flFlicker > 0.25f && flFlicker < 0.75f ) { // On state.m_fLinearAtten = r_flashlightlinear.GetFloat() * flScale; } else { // Off state.m_fLinearAtten = 0.0f; } } else { float flNoise = cosf( gpGlobals->curtime * 7.0f ) * sinf( gpGlobals->curtime * 25.0f ); state.m_fLinearAtten = r_flashlightlinear.GetFloat() * flScale + 1.5f * flNoise; } state.m_fHorizontalFOVDegrees = r_flashlightfov.GetFloat() - ( 16.0f * (1.0f-flScale) ); state.m_fVerticalFOVDegrees = r_flashlightfov.GetFloat() - ( 16.0f * (1.0f-flScale) ); bFlicker = true; } } #endif // HL2_EPISODIC if ( bFlicker == false ) { state.m_fLinearAtten = r_flashlightlinear.GetFloat(); state.m_fHorizontalFOVDegrees = r_flashlightfov.GetFloat(); state.m_fVerticalFOVDegrees = r_flashlightfov.GetFloat(); } state.m_fConstantAtten = r_flashlightconstant.GetFloat(); state.m_Color[0] = 1.0f; state.m_Color[1] = 1.0f; state.m_Color[2] = 1.0f; state.m_Color[3] = r_flashlightambient.GetFloat(); state.m_NearZ = r_flashlightnear.GetFloat() + m_flDistMod; // Push near plane out so that we don't clip the world when the flashlight pulls back state.m_FarZ = r_flashlightfar.GetFloat(); state.m_bEnableShadows = r_flashlightdepthtexture.GetBool(); state.m_flShadowMapResolution = r_flashlightdepthres.GetInt(); state.m_pSpotlightTexture = m_FlashlightTexture; state.m_nSpotlightTextureFrame = 0; state.m_flShadowAtten = r_flashlightshadowatten.GetFloat(); state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat(); state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat(); if( m_FlashlightHandle == CLIENTSHADOW_INVALID_HANDLE ) { m_FlashlightHandle = g_pClientShadowMgr->CreateFlashlight( state ); } else { if( !r_flashlightlockposition.GetBool() ) { g_pClientShadowMgr->UpdateFlashlightState( m_FlashlightHandle, state ); } } g_pClientShadowMgr->UpdateProjectedTexture( m_FlashlightHandle, true ); // Kill the old flashlight method if we have one. LightOffOld(); #ifndef NO_TOOLFRAMEWORK if ( clienttools->IsInRecordingMode() ) { KeyValues *msg = new KeyValues( "FlashlightState" ); msg->SetFloat( "time", gpGlobals->curtime ); msg->SetInt( "entindex", m_nEntIndex ); msg->SetInt( "flashlightHandle", m_FlashlightHandle ); msg->SetPtr( "flashlightState", &state ); ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg ); msg->deleteThis(); } #endif }
//=============================================================================== //=============================================================================== void CInternalLight::UpdateLightTopDown( const Vector &vecPos, const Vector &vecForward, const Vector &vecRight, const Vector &vecUp ) { VPROF_BUDGET( __FUNCTION__, VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING ); FlashlightState_t state; state.m_vecLightOrigin = vecPos; Vector vTarget = vecPos + vecForward * m_nState.m_FarZ; // Work with these local copies of the basis for the rest of the function Vector vDir = vTarget - vecPos; Vector vRight = vecRight; Vector vUp = vecUp; VectorNormalize( vDir ); VectorNormalize( vRight ); VectorNormalize( vUp ); // Orthonormalize the basis, since the flashlight texture projection will require this later... vUp -= DotProduct( vDir, vUp ) * vDir; VectorNormalize( vUp ); vRight -= DotProduct( vDir, vRight ) * vDir; VectorNormalize( vRight ); vRight -= DotProduct( vUp, vRight ) * vUp; VectorNormalize( vRight ); AssertFloatEquals( DotProduct( vDir, vRight ), 0.0f, 1e-3 ); AssertFloatEquals( DotProduct( vDir, vUp ), 0.0f, 1e-3 ); AssertFloatEquals( DotProduct( vRight, vUp ), 0.0f, 1e-3 ); BasisToQuaternion( vDir, vRight, vUp, state.m_quatOrientation ); // state.m_fQuadraticAtten = m_nState.m_fQuadraticAtten; state.m_fConstantAtten = m_nState.m_fConstantAtten; // Color de la luz state.m_Color[0] = m_nState.m_Color[0]; state.m_Color[1] = m_nState.m_Color[1]; state.m_Color[2] = m_nState.m_Color[2]; state.m_Color[3] = m_nState.m_Color[3]; // Distancia y FOV state.m_NearZ = m_nState.m_NearZ + r_projectedtexture_nearoffsetscale.GetFloat() * m_flCurrentPullBackDist; state.m_FarZ = m_nState.m_FarZ; state.m_FarZAtten = m_nState.m_FarZAtten; state.m_fHorizontalFOVDegrees = m_nState.m_fHorizontalFOVDegrees; state.m_fVerticalFOVDegrees = m_nState.m_fVerticalFOVDegrees; state.m_pSpotlightTexture = m_nLightTexture; state.m_nSpotlightTextureFrame = 0; state.m_fLinearAtten = m_nState.m_fLinearAtten; // Propiedades de las sombras generadas state.m_bShadowHighRes = m_nState.m_bShadowHighRes; state.m_nShadowQuality = m_nState.m_nShadowQuality; state.m_flShadowFilterSize = r_projectedtexture_filter.GetFloat(); // Propiedades de las sombras generadas state.m_bEnableShadows = m_nState.m_bEnableShadows; state.m_flShadowAtten = r_projectedtexture_shadowatten.GetFloat(); state.m_flShadowSlopeScaleDepthBias = g_pMaterialSystemHardwareConfig->GetShadowSlopeScaleDepthBias(); state.m_flShadowDepthBias = g_pMaterialSystemHardwareConfig->GetShadowDepthBias(); // UpdateLightProjection( state ); #ifndef NO_TOOLFRAMEWORK if ( clienttools->IsInRecordingMode() ) { KeyValues *msg = new KeyValues( "FlashlightState" ); msg->SetFloat( "time", gpGlobals->curtime ); msg->SetInt( "entindex", m_iEntIndex ); msg->SetInt( "flashlightHandle", m_nLightHandle ); msg->SetPtr( "flashlightState", &state ); ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg ); msg->deleteThis(); } #endif }