void CRagdollProp::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity )
{
	matrix3x4_t startMatrixInv;
	matrix3x4_t startMatrix;

	m_ragdoll.list[0].pObject->GetPositionMatrix( startMatrix );
	MatrixInvert( startMatrix, startMatrixInv );
	
	// object 0 MUST be the one to get teleported!
	VPhysicsSwapObject( m_ragdoll.list[0].pObject );
	BaseClass::Teleport( newPosition, newAngles, newVelocity );

	// Calculate the relative transform of the teleport
	matrix3x4_t xform;
	ConcatTransforms( EntityToWorldTransform(), startMatrixInv, xform );
	UpdateNetworkDataFromVPhysics( m_ragdoll.list[0].pObject, 0 );
	for ( int i = 1; i < m_ragdoll.listCount; i++ )
	{
		matrix3x4_t matrix, newMatrix;
		m_ragdoll.list[i].pObject->GetPositionMatrix( matrix );
		ConcatTransforms( xform, matrix, newMatrix );
		m_ragdoll.list[i].pObject->SetPositionMatrix( newMatrix, true );
		UpdateNetworkDataFromVPhysics( m_ragdoll.list[i].pObject, i );
	}
}
Esempio n. 2
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void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
{
	if ( ShouldFlipViewModel() )
	{
		matrix3x4_t viewMatrix, viewMatrixInverse;

		// We could get MATERIAL_VIEW here, but this is called sometimes before the renderer
		// has set that matrix. Luckily, this is called AFTER the CViewSetup has been initialized.
		const CViewSetup *pSetup = view->GetPlayerViewSetup();
		AngleMatrix( pSetup->angles, pSetup->origin, viewMatrixInverse );
		MatrixInvert( viewMatrixInverse, viewMatrix );

		// Transform into view space.
		matrix3x4_t temp, temp2;
		ConcatTransforms( viewMatrix, transform, temp );
		
		// Flip it along X.
		
		// (This is the slower way to do it, and it equates to negating the top row).
		//matrix3x4_t mScale;
		//SetIdentityMatrix( mScale );
		//mScale[0][0] = 1;
		//mScale[1][1] = -1;
		//mScale[2][2] = 1;
		//ConcatTransforms( mScale, temp, temp2 );
		temp[1][0] = -temp[1][0];
		temp[1][1] = -temp[1][1];
		temp[1][2] = -temp[1][2];
		temp[1][3] = -temp[1][3];

		// Transform back out of view space.
		ConcatTransforms( viewMatrixInverse, temp, transform );
	}
}
void CRagdollPropAttached::InitRagdollAttached( IPhysicsObject *pAttached, const Vector &forceVector, int forceBone, matrix3x4_t *pPrevBones, matrix3x4_t *pBoneToWorld, float dt, int collisionGroup, CBaseAnimating *pFollow, int boneIndexRoot, const Vector &boneLocalOrigin, int parentBoneAttach, const Vector &worldAttachOrigin )
{
	int ragdollAttachedIndex = 0;
	if ( parentBoneAttach > 0 )
	{
		studiohdr_t *pStudioHdr = GetModelPtr();
		mstudiobone_t *pBone = pStudioHdr->pBone( parentBoneAttach );
		ragdollAttachedIndex = pBone->physicsbone;
	}

	InitRagdoll( forceVector, forceBone, vec3_origin, pPrevBones, pBoneToWorld, dt, collisionGroup, false );
	
	IPhysicsObject *pRefObject = m_ragdoll.list[ragdollAttachedIndex].pObject;

	Vector attachmentPointRagdollSpace;
	pRefObject->WorldToLocal( attachmentPointRagdollSpace, worldAttachOrigin );

	constraint_ragdollparams_t constraint;
	constraint.Defaults();
	matrix3x4_t tmp, worldToAttached, worldToReference, constraintToWorld;

	Vector offsetWS;
	pAttached->LocalToWorld( offsetWS, boneLocalOrigin );

	AngleMatrix( QAngle(0, pFollow->GetAbsAngles().y, 0 ), offsetWS, constraintToWorld );

	constraint.axes[0].SetAxisFriction( -2, 2, 20 );
	constraint.axes[1].SetAxisFriction( 0, 0, 0 );
	constraint.axes[2].SetAxisFriction( -15, 15, 20 );
	
	pAttached->GetPositionMatrix( tmp );
	MatrixInvert( tmp, worldToAttached );

	pRefObject->GetPositionMatrix( tmp );
	MatrixInvert( tmp, worldToReference );

	ConcatTransforms( worldToReference, constraintToWorld, constraint.constraintToReference );
	ConcatTransforms( worldToAttached, constraintToWorld, constraint.constraintToAttached );

	// for now, just slam this to be the passed in value
	MatrixSetColumn( attachmentPointRagdollSpace, 3, constraint.constraintToReference );

	DisableCollisions( pAttached );
	m_pAttachConstraint = physenv->CreateRagdollConstraint( pRefObject, pAttached, m_ragdoll.pGroup, constraint );

	FollowEntity( pFollow );
	SetOwnerEntity( pFollow );
	RagdollActivate( m_ragdoll );

	Relink();
	m_boneIndexAttached = boneIndexRoot;
	m_ragdollAttachedObjectIndex = ragdollAttachedIndex;
	m_attachmentPointBoneSpace = boneLocalOrigin;
	
	Vector vTemp;
	MatrixGetColumn( constraint.constraintToReference, 3, vTemp );
	m_attachmentPointRagdollSpace = vTemp;
}
Esempio n. 4
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//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPropServerVehicleManhack::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV )
{
	Assert( nRole == VEHICLE_ROLE_DRIVER );
	CBasePlayer *pPlayer = ToBasePlayer( GetDrivableVehicle()->GetDriver() );
	Assert( pPlayer );//*/

	//commented out because this really should be setting the manhack angle, not the vehicle angle
	*pAbsAngles = pPlayer->EyeAngles(); // yuck. this is an in/out parameter.
	//*pAbsOrigin = pPlayer->EyePosition();

	CNPC_Manhack *pManhack=NULL;

	if (GetManhack())
		pManhack=GetManhack()->GetManhack();
	
	if (pManhack != NULL) 
	{
		Vector  m_vecManhackEye = GetManhack()->GetManhackEyePosition(); //pManhack->GetManhackView();
		QAngle m_angManhackEye = pManhack->GetAbsAngles();

		matrix3x4_t vehicleEyePosToWorld;

		AngleMatrix( m_angManhackEye, vehicleEyePosToWorld );

		// Dampen the eye positional change as we drive around.
		//*pAbsAngles = pPlayer->EyeAngles();

		CPropVehicleManhack *pDriveable = assert_cast<CPropVehicleManhack*>(GetDrivableVehicle());
		if (pDriveable) pDriveable->DampenEyePosition( m_vecManhackEye, m_angManhackEye );
	
		// Compute the relative rotation between the unperturbed eye attachment + the eye angles
		matrix3x4_t cameraToWorld;
		AngleMatrix( *pAbsAngles, cameraToWorld );

		matrix3x4_t worldToEyePos;
		MatrixInvert( vehicleEyePosToWorld, worldToEyePos );

		matrix3x4_t vehicleCameraToEyePos;
		ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );

		AngleMatrix( m_angManhackEye, m_vecManhackEye, vehicleEyePosToWorld );

		// Now treat the relative eye angles as being relative to this new, perturbed view position...
		matrix3x4_t newCameraToWorld;
		ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );

		// output new view abs angles
		MatrixAngles( newCameraToWorld, *pAbsAngles );

		// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
		MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );

	} else DevMsg("fail\n");
}
void CAPC2FourWheelServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles )
{
	//FixMe, wtf?
	#ifndef DEBUG
	Assert( nRole == VEHICLE_DRIVER );
	#endif
	CBaseCombatCharacter *pPlayer = GetPassenger( VEHICLE_ROLE_DRIVER );
	Assert( pPlayer );

	float flPitchFactor=1.0;
	*pAbsAngles = pPlayer->EyeAngles();
	matrix3x4_t vehicleEyePosToWorld;
	Vector vehicleEyeOrigin;
	QAngle vehicleEyeAngles;
	GetAPC()->GetAttachment( "cannon_muzzle", vehicleEyeOrigin, vehicleEyeAngles );
	Vector up,forward;
	GetAPC()->GetVectors(NULL,&forward,&up);
	vehicleEyeOrigin+=(forward*37)+(up*35);
	AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld );

//#ifdef HL2_DLL
//	// View dampening.
//	if ( r_VehicleViewDampen.GetInt() )
//	{
//		GetAPC()->DampenEyePosition( vehicleEyeOrigin, vehicleEyeAngles );
//	}
//#endif

	// Compute the relative rotation between the unperterbed eye attachment + the eye angles
	matrix3x4_t cameraToWorld;
	AngleMatrix( *pAbsAngles, cameraToWorld );

	matrix3x4_t worldToEyePos;
	MatrixInvert( vehicleEyePosToWorld, worldToEyePos );

	matrix3x4_t vehicleCameraToEyePos;
	ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );

	// Now perterb the attachment point
	vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x );
	vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z );
	AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld );

	// Now treat the relative eye angles as being relative to this new, perterbed view position...
	matrix3x4_t newCameraToWorld;
	ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );

	// output new view abs angles
	MatrixAngles( newCameraToWorld, *pAbsAngles );

	// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
	MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );
}
//-----------------------------------------------------------------------------
// Apply movement
//-----------------------------------------------------------------------------
void CLogicMeasureMovement::MeasureThink( )
{
    // FIXME: This is a hack to make measuring !player simpler. The player isn't
    // created at Activate time, so m_hMeasureTarget may be NULL because of that.
    if ( !m_hMeasureTarget.Get() && !Q_strnicmp( STRING(m_strMeasureTarget), "!player", 8 ) )
    {
        SetMeasureTarget( STRING(m_strMeasureTarget) );
    }

    // Make sure all entities are valid
    if ( m_hMeasureTarget.Get() && m_hMeasureReference.Get() && m_hTarget.Get() && m_hTargetReference.Get() )
    {
        matrix3x4_t matRefToMeasure, matWorldToMeasure;
        switch( m_nMeasureType )
        {
        case MEASURE_POSITION:
            MatrixInvert( m_hMeasureTarget->EntityToWorldTransform(), matWorldToMeasure );
            break;

        case MEASURE_EYE_POSITION:
            AngleIMatrix( m_hMeasureTarget->EyeAngles(), m_hMeasureTarget->EyePosition(), matWorldToMeasure );
            break;

            // FIXME: Could add attachment point measurement here easily
        }

        ConcatTransforms( matWorldToMeasure, m_hMeasureReference->EntityToWorldTransform(), matRefToMeasure );

        // Apply the scale factor
        if ( ( m_flScale != 0.0f ) && ( m_flScale != 1.0f ) )
        {
            Vector vecTranslation;
            MatrixGetColumn( matRefToMeasure, 3, vecTranslation );
            vecTranslation /= m_flScale;
            MatrixSetColumn( vecTranslation, 3, matRefToMeasure );
        }

        // Now apply the new matrix to the new reference point
        matrix3x4_t matMeasureToRef, matNewTargetToWorld;
        MatrixInvert( matRefToMeasure, matMeasureToRef );

        ConcatTransforms( m_hTargetReference->EntityToWorldTransform(), matMeasureToRef, matNewTargetToWorld );

        Vector vecNewOrigin;
        QAngle vecNewAngles;
        MatrixAngles( matNewTargetToWorld, vecNewAngles, vecNewOrigin );
        m_hTarget->SetAbsOrigin( vecNewOrigin );
        m_hTarget->SetAbsAngles( vecNewAngles );
    }

    SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CChoreoGenericServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*= NULL*/ )
{
	// FIXME: This needs to be reconciled with the other versions of this function!
	Assert( nRole == VEHICLE_ROLE_DRIVER );
	CBasePlayer *pPlayer = ToBasePlayer( GetDrivableVehicle()->GetDriver() );
	Assert( pPlayer );

	// Use the player's eyes instead of the attachment point
	if ( GetVehicle()->m_bForcePlayerEyePoint )
	{
		// Call to BaseClass because CBasePlayer::EyePosition calls this function.
	  *pAbsOrigin = pPlayer->CBaseCombatCharacter::EyePosition();
	  *pAbsAngles = pPlayer->CBaseCombatCharacter::EyeAngles();
		return;
	}

	*pAbsAngles = pPlayer->EyeAngles(); // yuck. this is an in/out parameter.

	float flPitchFactor = 1.0;
	matrix3x4_t vehicleEyePosToWorld;
	Vector vehicleEyeOrigin;
	QAngle vehicleEyeAngles;
	GetVehicle()->GetAttachment( "vehicle_driver_eyes", vehicleEyeOrigin, vehicleEyeAngles );
	AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld );

	// Compute the relative rotation between the unperterbed eye attachment + the eye angles
	matrix3x4_t cameraToWorld;
	AngleMatrix( *pAbsAngles, cameraToWorld );

	matrix3x4_t worldToEyePos;
	MatrixInvert( vehicleEyePosToWorld, worldToEyePos );

	matrix3x4_t vehicleCameraToEyePos;
	ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );

	// Now perterb the attachment point
	vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x );
	vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z );

	AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld );

	// Now treat the relative eye angles as being relative to this new, perterbed view position...
	matrix3x4_t newCameraToWorld;
	ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );

	// output new view abs angles
	MatrixAngles( newCameraToWorld, *pAbsAngles );

	// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
	MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );
}
Esempio n. 8
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//-----------------------------------------------------------------------------
// Computes PoseToWorld from BoneToWorld
//-----------------------------------------------------------------------------
void ComputePoseToWorld( matrix3x4_t *pPoseToWorld, studiohdr_t *pStudioHdr, int boneMask, const Vector& vecViewOrigin, const matrix3x4_t *pBoneToWorld )
{ 
	if ( pStudioHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP )
	{
		// by definition, these always have an identity poseToBone transform
		MatrixCopy( pBoneToWorld[ 0 ], pPoseToWorld[ 0 ] );
		return;
	}

	if ( !pStudioHdr->pLinearBones() )
	{
		// convert bone to world transformations into pose to world transformations
		for (int i = 0; i < pStudioHdr->numbones; i++)
		{
			mstudiobone_t *pCurBone = pStudioHdr->pBone( i );
			if ( !(pCurBone->flags & boneMask) )
				continue;

			ConcatTransforms( pBoneToWorld[ i ], pCurBone->poseToBone, pPoseToWorld[ i ] );
		}
	}
	else
	{
		mstudiolinearbone_t *pLinearBones = pStudioHdr->pLinearBones();

		// convert bone to world transformations into pose to world transformations
		for (int i = 0; i < pStudioHdr->numbones; i++)
		{
			if ( !(pLinearBones->flags(i) & boneMask) )
				continue;

			ConcatTransforms( pBoneToWorld[ i ], pLinearBones->poseToBone(i), pPoseToWorld[ i ] );
		}
	}

#if 0
			// These don't seem to be used in any existing QC file, re-enable in a future project?
			// Pretransform
			if( !( pCurBone->flags & ( BONE_SCREEN_ALIGN_SPHERE | BONE_SCREEN_ALIGN_CYLINDER )))
			{
				ConcatTransforms( pBoneToWorld[ i ], pCurBone->poseToBone, pPoseToWorld[ i ] );
			}
			else 
			{
				// If this bone is screen aligned, then generate a PoseToWorld matrix that billboards the bone
				ScreenAlignBone( &pPoseToWorld[i], pCurBone, vecViewOrigin, pBoneToWorld[i] );
			} 	
#endif
}
Esempio n. 9
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//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CASW_Prediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, 
	CMoveData *move )
{
	// Call the default SetupMove code.
	BaseClass::SetupMove( player, ucmd, pHelper, move );
	
	CASW_Player *pASWPlayer = static_cast<CASW_Player*>( player );
	if ( !asw_allow_detach.GetBool() )
	{		
		if ( pASWPlayer && pASWPlayer->GetMarine() )
		{
			// this forces horizontal movement
			move->m_vecAngles.x = 0;
			move->m_vecViewAngles.x = 0;
		}
	}

	CBaseEntity *pMoveParent = player->GetMoveParent();
	if (!pMoveParent)
	{
		move->m_vecAbsViewAngles = move->m_vecViewAngles;
	}
	else
	{
		matrix3x4_t viewToParent, viewToWorld;
		AngleMatrix( move->m_vecViewAngles, viewToParent );
		ConcatTransforms( pMoveParent->EntityToWorldTransform(), viewToParent, viewToWorld );
		MatrixAngles( viewToWorld, move->m_vecAbsViewAngles );
	}
	CASW_MoveData *pASWMove = static_cast<CASW_MoveData*>( move );
	pASWMove->m_iForcedAction = ucmd->forced_action;
	// setup trace optimization
	g_pGameMovement->SetupMovementBounds( move );
}
Esempio n. 10
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//-----------------------------------------------------------------------------
// Purpose: Prepares for running movement
// Input  : *player - 
//			*ucmd - 
//			*pHelper - 
//			*move - 
//			time - 
//-----------------------------------------------------------------------------
void CPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
{
	VPROF( "CPlayerMove::SetupMove" );

	// Allow sound, etc. to be created by movement code
	move->m_bFirstRunOfFunctions = true;

	// Prepare the usercmd fields
	move->m_nImpulseCommand		= ucmd->impulse;	
	move->m_vecViewAngles		= ucmd->viewangles;

	CBaseEntity *pMoveParent = player->GetMoveParent();
	if (!pMoveParent)
	{
		move->m_vecAbsViewAngles = move->m_vecViewAngles;
	}
	else
	{
		matrix3x4_t viewToParent, viewToWorld;
		AngleMatrix( move->m_vecViewAngles, viewToParent );
		ConcatTransforms( pMoveParent->EntityToWorldTransform(), viewToParent, viewToWorld );
		MatrixAngles( viewToWorld, move->m_vecAbsViewAngles );
	}

	move->m_nButtons			= ucmd->buttons;

	// Ingore buttons for movement if at controls
	if ( player->GetFlags() & FL_ATCONTROLS )
	{
		move->m_flForwardMove		= 0;
		move->m_flSideMove			= 0;
		move->m_flUpMove				= 0;
	}
	else
	{
		move->m_flForwardMove		= ucmd->forwardmove;
		move->m_flSideMove			= ucmd->sidemove;
		move->m_flUpMove				= ucmd->upmove;
	}

	// Prepare remaining fields
	move->m_flClientMaxSpeed		= player->m_flMaxspeed;
	move->m_nOldButtons			= player->m_Local.m_nOldButtons;
	move->m_vecAngles			= player->pl.v_angle;

	move->m_vecVelocity			= player->GetAbsVelocity();

	move->m_nPlayerHandle		= player;

	move->m_vecAbsOrigin		= player->GetAbsOrigin();

	// Copy constraint information
	if ( player->m_hConstraintEntity.Get() )
		move->m_vecConstraintCenter = player->m_hConstraintEntity.Get()->GetAbsOrigin();
	else
		move->m_vecConstraintCenter = player->m_vecConstraintCenter;
	move->m_flConstraintRadius = player->m_flConstraintRadius;
	move->m_flConstraintWidth = player->m_flConstraintWidth;
	move->m_flConstraintSpeedFactor = player->m_flConstraintSpeedFactor;
}
Esempio n. 11
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//-----------------------------------------------------------------------------
// Returns the unperterbed view position for a particular role
//-----------------------------------------------------------------------------
bool CBaseTFVehicle::GetRoleViewPosition( int nRole, Vector *pVehicleEyeOrigin, QAngle *pVehicleEyeAngles )
{
	// Generate the view position in world space.
	Vector vAbsOrigin;
	QAngle vAbsAngle;
	bool bUsingThirdPersonCamera = GetRoleAbsViewPosition( nRole, &vAbsOrigin, &vAbsAngle );

	
	// Make a matrix for it.
	matrix3x4_t absMatrix;
	AngleMatrix( vAbsAngle, absMatrix );
	MatrixSetColumn( vAbsOrigin, 3, absMatrix );


	// Transform the matrix into local space.
	matrix3x4_t worldToEntity, local;
	MatrixInvert( EntityToWorldTransform(), worldToEntity );
	ConcatTransforms( worldToEntity, absMatrix, local ); 


	// Suck out the origin and angles.
	pVehicleEyeOrigin->Init( local[0][3], local[1][3], local[2][3] );
	MatrixAngles( local, *pVehicleEyeAngles );

	return bUsingThirdPersonCamera;
}
Esempio n. 12
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//-----------------------------------------------------------------------------
// Transform from DME to engine coordinates
//-----------------------------------------------------------------------------
void CDmeMDL::EngineToDmeMatrix( matrix3x4_t& engineToDme )
{
	VMatrix rotation, rotationZ;
	MatrixBuildRotationAboutAxis( rotation, Vector( 1, 0, 0 ), -90 );
	MatrixBuildRotationAboutAxis( rotationZ, Vector( 0, 1, 0 ), -90 );
	ConcatTransforms( rotationZ.As3x4(), rotation.As3x4(), engineToDme );
}
const matrix3x4_t & C_PortalGhostRenderable::RenderableToWorldTransform()
{
	if( m_pGhostedRenderable == NULL )
		return m_ReferencedReturns.matRenderableToWorldTransform;

	ConcatTransforms( m_matGhostTransform.As3x4(), m_pGhostedRenderable->RenderableToWorldTransform(), m_ReferencedReturns.matRenderableToWorldTransform );
	return m_ReferencedReturns.matRenderableToWorldTransform;
}
Esempio n. 14
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//-----------------------------------------------------------------------------
// Purpose: Builds the animation transformation matrix for the entity if it's animating
//-----------------------------------------------------------------------------
void CMapAnimator::UpdateAnimation( float animTime )
{
	// only animate if the doc is animating and we're selected
	if ( !CMapDoc::GetActiveMapDoc()->IsAnimating() || !Parent->IsSelected() )
	{
		// we're not animating
		m_bCurrentlyAnimating = false;
		return;
	}

	m_bCurrentlyAnimating = true;

	Vector newOrigin;
	Quaternion newAngles;
	GetAnimationAtTime( animTime, newOrigin, newAngles );

	matrix4_t mat, tmpMat;
	Vector ourOrigin;
	GetOrigin( ourOrigin );
	IdentityMatrix( mat );

	// build us a matrix
	// T(newOrigin)R(angle)T(-ourOrigin)
	IdentityMatrix( m_CoordFrame ) ;

	// transform back to the origin
	for ( int i = 0; i < 3; i++ )
	{
		m_CoordFrame[i][3] = -ourOrigin[i];
	}
	
	// Apply interpolated Rotation
	QuaternionMatrix( newAngles, mat );

	ConcatTransforms( mat, m_CoordFrame, tmpMat );

	// transform back to our new position
	IdentityMatrix( mat );
	for ( i = 0; i < 3; i++ )
	{
		mat[i][3] = newOrigin[i];
	}

	ConcatTransforms( mat, tmpMat, m_CoordFrame );
}
void CStickyBomb::Touch( CBaseEntity *pOther )
{
	// Don't stick if already stuck
	if ( GetMoveType() == MOVETYPE_FLYGRAVITY )
	{
		trace_t tr = GetTouchTrace();
		// stickies don't stick to each other or sky
		if ( FClassnameIs(pOther, "grenade_stickybomb") || (tr.surface.flags & SURF_SKY) )
		{
			// bounce
			Vector vecNewVelocity;
			PhysicsClipVelocity( GetAbsVelocity(), tr.plane.normal, vecNewVelocity, 1.0 );
			SetAbsVelocity( vecNewVelocity );
		}
		else 
		{
			SetAbsVelocity( vec3_origin );
			SetMoveType( MOVETYPE_NONE );
			if ( pOther->entindex() != 0 )
			{
				// set up notification if the parent is deleted before we explode
				g_pNotify->AddEntity( this, pOther );

				if ( (tr.surface.flags & SURF_HITBOX) && modelinfo->GetModelType( pOther->GetModel() ) == mod_studio )
				{
					CBaseAnimating *pOtherAnim = dynamic_cast<CBaseAnimating *>(pOther);
					if ( pOtherAnim )
					{
						matrix3x4_t bombWorldSpace;
						MatrixCopy( EntityToWorldTransform(), bombWorldSpace );

						// get the bone info so we can follow the bone
						FollowEntity( pOther );
						SetOwnerEntity( pOther );
						m_boneIndexAttached = pOtherAnim->GetHitboxBone( tr.hitbox );
						matrix3x4_t boneToWorld;
						pOtherAnim->GetBoneTransform( m_boneIndexAttached, boneToWorld );

						// transform my current position/orientation into the hit bone's space
						// UNDONE: Eventually we need to intersect with the mesh here
						// REVISIT: maybe do something like the decal code to find a spot on
						//			the mesh.
						matrix3x4_t worldToBone, localMatrix;
						MatrixInvert( boneToWorld, worldToBone );
						ConcatTransforms( worldToBone, bombWorldSpace, localMatrix );
						MatrixAngles( localMatrix, m_boneAngles.GetForModify(), m_bonePosition.GetForModify() );
						return;
					}
				}
				SetParent( pOther );
			}
		}
	}
}
Esempio n. 16
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//-----------------------------------------------------------------------------
// Shared code to compute the vehicle view position
//-----------------------------------------------------------------------------
void CFourWheelVehiclePhysics::GetVehicleViewPosition( const char *pViewAttachment, float flPitchFactor, Vector *pAbsOrigin, QAngle *pAbsAngles )
{
	matrix3x4_t vehicleEyePosToWorld;
	Vector vehicleEyeOrigin;
	QAngle vehicleEyeAngles;
	GetAttachment( pViewAttachment, vehicleEyeOrigin, vehicleEyeAngles );
	AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld );

#ifdef HL2_DLL
	// View dampening.
	if ( r_VehicleViewDampen.GetInt() )
	{
		m_pOuterServerVehicle->GetFourWheelVehicle()->DampenEyePosition( vehicleEyeOrigin, vehicleEyeAngles );
	}
#endif

	// Compute the relative rotation between the unperterbed eye attachment + the eye angles
	matrix3x4_t cameraToWorld;
	AngleMatrix( *pAbsAngles, cameraToWorld );

	matrix3x4_t worldToEyePos;
	MatrixInvert( vehicleEyePosToWorld, worldToEyePos );

	matrix3x4_t vehicleCameraToEyePos;
	ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );

	// Now perterb the attachment point
	vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x );
	vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z );
	AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld );

	// Now treat the relative eye angles as being relative to this new, perterbed view position...
	matrix3x4_t newCameraToWorld;
	ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );

	// output new view abs angles
	MatrixAngles( newCameraToWorld, *pAbsAngles );

	// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
	MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );
}
bool C_PortalGhostRenderable::GetAttachment( int number, matrix3x4_t &matrix )
{
	if( m_pGhostedRenderable == NULL )
		return false;

	if( m_pGhostedRenderable->GetAttachment( number, matrix ) )
	{
		ConcatTransforms( m_matGhostTransform.As3x4(), matrix, matrix );
		return true;
	}
	return false;
}
//-----------------------------------------------------------------------------
// Purpose: Tell the vehicle physics system whenever we teleport, so it can fixup the wheels.
//-----------------------------------------------------------------------------
void CPropVehicle::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity )
{
	matrix3x4_t startMatrixInv;

	MatrixInvert( EntityToWorldTransform(), startMatrixInv );
	BaseClass::Teleport( newPosition, newAngles, newVelocity );

	// Calculate the relative transform of the teleport
	matrix3x4_t xform;
	ConcatTransforms( EntityToWorldTransform(), startMatrixInv, xform );
	m_VehiclePhysics.Teleport( xform );
}
Esempio n. 19
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//-----------------------------------------------------------------------------
// Teleport
//-----------------------------------------------------------------------------
void CFourWheelVehiclePhysics::Teleport( matrix3x4_t& relativeTransform )
{
	// We basically just have to make sure the wheels are in the right place
	// after teleportation occurs

	for ( int i = 0; i < m_wheelCount; i++ )
	{
		matrix3x4_t matrix, newMatrix;
		m_pWheels[i]->GetPositionMatrix( &matrix );
		ConcatTransforms( relativeTransform, matrix, newMatrix );
		m_pWheels[i]->SetPositionMatrix( newMatrix, true );
	}

}
Esempio n. 20
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CASW_Laser_Mine* CASW_Laser_Mine::ASW_Laser_Mine_Create( const Vector &position, const QAngle &angles, const QAngle &angLaserAim, CBaseEntity *pOwner, CBaseEntity *pMoveParent, bool bFriendly, CBaseEntity *pCreatorWeapon )
{
	CASW_Laser_Mine *pMine = (CASW_Laser_Mine*)CreateEntityByName( "asw_laser_mine" );
	pMine->SetLaserAngle( angLaserAim );
	
	matrix3x4_t wallMatrix;
	AngleMatrix( angles, wallMatrix );

	QAngle angRotateMine( 0, 90, 90 );
	matrix3x4_t fRotateMatrix;
	AngleMatrix( angRotateMine, fRotateMatrix );

	matrix3x4_t finalMatrix;
	QAngle angMine;
	ConcatTransforms( wallMatrix, fRotateMatrix, finalMatrix );
	MatrixAngles( finalMatrix, angMine );

	Vector vecSrc = pOwner->WorldSpaceCenter();
	CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>( pOwner );
	if ( pMarine )
		vecSrc = pMarine->GetOffhandThrowSource();
	pMine->SetAbsAngles( -angMine );
	pMine->Spawn();
	pMine->SetOwnerEntity( pOwner );
	UTIL_SetOrigin( pMine, vecSrc );
	pMine->m_bFriendly = bFriendly;
	pMine->m_hCreatorWeapon.Set( pCreatorWeapon );

	// adjust throw duration based on distance and some randomness
	float flDist = vecSrc.DistTo( position );
	const float flBaseDist = 90.0f;
	float flDistFraction = ( flDist / flBaseDist );
	flDistFraction = clamp<float>( flDistFraction, 0.5f, 2.0f );
	flDistFraction += RandomFloat( 0.0f, 0.2f );
	pMine->StartSpawnFlipping( vecSrc, position, angMine, 0.30f * flDistFraction );

	if( pCreatorWeapon )
		pMine->m_CreatorWeaponClass = pCreatorWeapon->Classify();

	if ( pMoveParent )
	{
		pMine->SetParent( pMoveParent );
		gEntList.AddListenerEntity( pMine );
	}

	return pMine;
}
Esempio n. 21
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void CRagdollProp::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask )
{
	// no ragdoll, fall through to base class 
	if ( !m_ragdoll.listCount )
	{
		BaseClass::SetupBones( pBoneToWorld, boneMask );
		return;
	}

	// Not really ideal, but it'll work for now
	UpdateModelWidthScale();

	MDLCACHE_CRITICAL_SECTION();
	CStudioHdr *pStudioHdr = GetModelPtr( );
	bool sim[MAXSTUDIOBONES];
	memset( sim, 0, pStudioHdr->numbones() );

	int i;

	CBoneAccessor boneaccessor( pBoneToWorld );
	for ( i = 0; i < m_ragdoll.listCount; i++ )
	{
		// during restore this may be NULL
		if ( !m_ragdoll.list[i].pObject )
			continue;

		if ( RagdollGetBoneMatrix( m_ragdoll, boneaccessor, i ) )
		{
			sim[m_ragdoll.boneIndex[i]] = true;
		}
	}

	mstudiobone_t *pbones = pStudioHdr->pBone( 0 );
	for ( i = 0; i < pStudioHdr->numbones(); i++ )
	{
		if ( sim[i] )
			continue;
		
		if ( !(pbones[i].flags & boneMask) )
			continue;

		matrix3x4_t matBoneLocal;
		AngleMatrix( pbones[i].rot, pbones[i].pos, matBoneLocal );
		ConcatTransforms( pBoneToWorld[pbones[i].parent], matBoneLocal, pBoneToWorld[i]);
	}
}
bool C_WalkerStrider::GetAttachment( int iAttachment, matrix3x4_t &attachmentToWorld )
{
	//
	//
	// This is a TOTAL hack, but we don't have any nodes that work well at all for mounted guns.
	//
	//
	studiohdr_t *pStudioHdr = GetModelPtr( );
	if ( !pStudioHdr || iAttachment < 1 || iAttachment > pStudioHdr->numattachments )
	{
		return false;
	}

	Vector vLocalPos( 0, 0, 0 );
	mstudioattachment_t *pAttachment = pStudioHdr->pAttachment( iAttachment-1 );
	if ( stricmp( pAttachment->pszName(), "build_point_left_gun" ) == 0 )
	{
		vLocalPos.y = sideDist;
	}
	else if ( stricmp( pAttachment->pszName(), "build_point_right_gun" ) == 0 )
	{
		vLocalPos.y = -sideDist;
	}
	else if ( stricmp( pAttachment->pszName(), "ThirdPersonCameraOrigin" ) == 0 )
	{
	}
	else
	{
		// Ok, it's not one of our magical attachments. Use the regular attachment setup stuff.
		return BaseClass::GetAttachment( iAttachment, attachmentToWorld );
	}

	if ( m_bCrouched )
	{
		vLocalPos.z += downDist;
	}

	// Now build the output matrix.
	matrix3x4_t localMatrix;
	SetIdentityMatrix( localMatrix );
	PositionMatrix( vLocalPos, localMatrix );

	ConcatTransforms( EntityToWorldTransform(), localMatrix, attachmentToWorld );
	return true;
}
Esempio n. 23
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SOPAngle *SOPAngle::RotateAroundAxis(SOPVector *vec, lua_Number degrees) {
    matrix3x4_t     m_rgflCoordinateFrame;
    Vector          rotationAxisLs;
    Quaternion      q;
    matrix3x4_t     xform;
    matrix3x4_t     localToWorldMatrix;
    Vector          axisvector = vec->ToVector();
    QAngle          rotatedAngles;

    QAngle          angOurAngs = ToQAngle();
    AngleMatrix( angOurAngs, m_rgflCoordinateFrame );
    VectorIRotate( axisvector, m_rgflCoordinateFrame, rotationAxisLs );
    AxisAngleQuaternion( rotationAxisLs, degrees, q );
    QuaternionMatrix( q, vec3_origin, xform );
    ConcatTransforms( m_rgflCoordinateFrame, xform, localToWorldMatrix );

    MatrixAngles( localToWorldMatrix, rotatedAngles );
    return new SOPAngle(rotatedAngles.x, rotatedAngles.y, rotatedAngles.z);
}
Esempio n. 24
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//-----------------------------------------------------------------------------
// Eye angles
//-----------------------------------------------------------------------------
const QAngle &CBasePlayer::EyeAngles( )
{
	// NOTE: Viewangles are measured *relative* to the parent's coordinate system
	CBaseEntity *pMoveParent = const_cast<CBasePlayer*>(this)->GetMoveParent();

	if ( !pMoveParent )
	{
		return pl.v_angle;
	}

	// FIXME: Cache off the angles?
	matrix3x4_t eyesToParent, eyesToWorld;
	AngleMatrix( pl.v_angle, eyesToParent );
	ConcatTransforms( pMoveParent->EntityToWorldTransform(), eyesToParent, eyesToWorld );

	static QAngle angEyeWorld;
	MatrixAngles( eyesToWorld, angEyeWorld );
	return angEyeWorld;
}
Esempio n. 25
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//-----------------------------------------------------------------------------
// Generates the PoseToBone Matrix nessecary to align the given bone with the 
// world.
//-----------------------------------------------------------------------------
static void ScreenAlignBone( matrix3x4_t *pPoseToWorld, mstudiobone_t *pCurBone, 
	const Vector& vecViewOrigin, const matrix3x4_t &boneToWorld )
{
	// Grab the world translation:
	Vector vT( boneToWorld[0][3], boneToWorld[1][3], boneToWorld[2][3] );

	// Construct the coordinate frame:
	// Initialized to get rid of compiler 
	Vector vX, vY, vZ;

	if( pCurBone->flags & BONE_SCREEN_ALIGN_SPHERE )
	{
		vX = vecViewOrigin - vT;		    
		VectorNormalize(vX);
		vZ = Vector(0,0,1);
		vY = vZ.Cross(vX);				
		VectorNormalize(vY);
		vZ = vX.Cross(vY);				
		VectorNormalize(vZ);
	} 
	else
	{
		Assert( pCurBone->flags & BONE_SCREEN_ALIGN_CYLINDER );
		vX.Init( boneToWorld[0][0], boneToWorld[1][0], boneToWorld[2][0] );
		vZ = vecViewOrigin - vT;			
		VectorNormalize(vZ);
		vY = vZ.Cross(vX);				
		VectorNormalize(vY);
		vZ = vX.Cross(vY);				
		VectorNormalize(vZ);
	}

	matrix3x4_t matBoneBillboard( 
		vX.x, vY.x, vZ.x, vT.x, 
		vX.y, vY.y, vZ.y, vT.y, 
		vX.z, vY.z, vZ.z, vT.z );
	ConcatTransforms( matBoneBillboard, pCurBone->poseToBone, *pPoseToWorld );
}
//-----------------------------------------------------------------------------
// Purpose: Vehicle dampening shared between server and client
//-----------------------------------------------------------------------------
void SharedVehicleViewSmoothing(CBasePlayer *pPlayer,
                                Vector *pAbsOrigin, QAngle *pAbsAngles,
                                bool bEnterAnimOn, bool bExitAnimOn,
                                const Vector &vecEyeExitEndpoint,
                                ViewSmoothingData_t *pData,
                                float *pFOV )
{
    int eyeAttachmentIndex = pData->pVehicle->LookupAttachment( "vehicle_driver_eyes" );
    matrix3x4_t vehicleEyePosToWorld;
    Vector vehicleEyeOrigin;
    QAngle vehicleEyeAngles;
    pData->pVehicle->GetAttachment( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
    AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld );

    // Dampen the eye positional change as we drive around.
    *pAbsAngles = pPlayer->EyeAngles();
    if ( r_VehicleViewDampen.GetInt() && pData->bDampenEyePosition )
    {
        CPropVehicleDriveable *pDriveable = assert_cast<CPropVehicleDriveable*>(pData->pVehicle);
        pDriveable->DampenEyePosition( vehicleEyeOrigin, vehicleEyeAngles );
    }

    // Started running an entry or exit anim?
    bool bRunningAnim = ( bEnterAnimOn || bExitAnimOn );
    if ( bRunningAnim && !pData->bWasRunningAnim )
    {
        pData->bRunningEnterExit = true;
        pData->flEnterExitStartTime = gpGlobals->curtime;
        pData->flEnterExitDuration = pData->pVehicle->SequenceDuration( pData->pVehicle->GetSequence() );

#ifdef CLIENT_DLL
        pData->vecOriginSaved = PrevMainViewOrigin();
        pData->vecAnglesSaved = PrevMainViewAngles();
#endif

        // Save our initial angular error, which we will blend out over the length of the animation.
        pData->vecAngleDiffSaved.x = AngleDiff( vehicleEyeAngles.x, pData->vecAnglesSaved.x );
        pData->vecAngleDiffSaved.y = AngleDiff( vehicleEyeAngles.y, pData->vecAnglesSaved.y );
        pData->vecAngleDiffSaved.z = AngleDiff( vehicleEyeAngles.z, pData->vecAnglesSaved.z );

        pData->vecAngleDiffMin = pData->vecAngleDiffSaved;
    }

    pData->bWasRunningAnim = bRunningAnim;

    float frac = 0;
    float flFracFOV = 0;

    // If we're in an enter/exit animation, blend the player's eye angles to the attachment's
    if ( bRunningAnim || pData->bRunningEnterExit )
    {
        *pAbsAngles = vehicleEyeAngles;

        // Forward integrate to determine the elapsed time in this entry/exit anim.
        frac = ( gpGlobals->curtime - pData->flEnterExitStartTime ) / pData->flEnterExitDuration;
        frac = clamp( frac, 0.0f, 1.0f );

        flFracFOV = ( gpGlobals->curtime - pData->flEnterExitStartTime ) / ( pData->flEnterExitDuration * 0.85f );
        flFracFOV = clamp( flFracFOV, 0.0f, 1.0f );

        //Msg("Frac: %f\n", frac );

        if ( frac < 1.0 )
        {
            // Blend to the desired vehicle eye origin
            //Vector vecToView = (vehicleEyeOrigin - PrevMainViewOrigin());
            //vehicleEyeOrigin = PrevMainViewOrigin() + (vecToView * SimpleSpline(frac));
            //debugoverlay->AddBoxOverlay( vehicleEyeOrigin, -Vector(1,1,1), Vector(1,1,1), vec3_angle, 0,255,255, 64, 10 );
        }
        else
        {
            pData->bRunningEnterExit = false;

            // Enter animation has finished, align view with the eye attachment point
            // so they can start mouselooking around.
#if !defined ( HL2MP_DEV_DLL ) && !defined ( HL2MP_DEV_VEHICLE_FIX )
            if ( !bExitAnimOn )
            {
                Vector localEyeOrigin;
                QAngle localEyeAngles;

                pData->pVehicle->GetAttachmentLocal( eyeAttachmentIndex, localEyeOrigin, localEyeAngles );
#ifdef CLIENT_DLL
                engine->SetViewAngles( localEyeAngles );
#endif
            }
#else

#ifdef CLIENT_DLL
            pPlayer = C_BasePlayer::GetLocalPlayer();
#endif
            if ( pPlayer )
            {
                if ( !bExitAnimOn )
                {
                    Vector localEyeOrigin;
                    QAngle localEyeAngles;

                    pData->pVehicle->GetAttachmentLocal( eyeAttachmentIndex, localEyeOrigin, localEyeAngles );
#ifdef CLIENT_DLL
                    engine->SetViewAngles( localEyeAngles );
#endif
                }
            }
#endif
        }
    }

    // Compute the relative rotation between the unperturbed eye attachment + the eye angles
    matrix3x4_t cameraToWorld;
    AngleMatrix( *pAbsAngles, cameraToWorld );

    matrix3x4_t worldToEyePos;
    MatrixInvert( vehicleEyePosToWorld, worldToEyePos );

    matrix3x4_t vehicleCameraToEyePos;
    ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );

    // Damp out some of the vehicle motion (neck/head would do this)
    if ( pData->bClampEyeAngles )
    {
        RemapViewAngles( pData, vehicleEyeAngles );
    }

    AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld );

    // Now treat the relative eye angles as being relative to this new, perturbed view position...
    matrix3x4_t newCameraToWorld;
    ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );

    // output new view abs angles
    MatrixAngles( newCameraToWorld, *pAbsAngles );

    // UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
    MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );

    float flDefaultFOV;
#ifdef CLIENT_DLL
    flDefaultFOV = default_fov.GetFloat();
#else
    flDefaultFOV = pPlayer->GetDefaultFOV();
#endif

    // If we're playing an entry or exit animation...
    if ( bRunningAnim || pData->bRunningEnterExit )
    {
        float flSplineFrac = clamp( SimpleSpline( frac ), 0.f, 1.f );

        // Blend out the error between the player's initial eye angles and the animation's initial
        // eye angles over the duration of the animation.
        QAngle vecAngleDiffBlend = ( ( 1 - flSplineFrac ) * pData->vecAngleDiffSaved );

        // If our current error is less than the error amount that we're blending
        // out, use that. This lets the angles converge as quickly as possible.
        QAngle vecAngleDiffCur;
        vecAngleDiffCur.x = AngleDiff( vehicleEyeAngles.x, pData->vecAnglesSaved.x );
        vecAngleDiffCur.y = AngleDiff( vehicleEyeAngles.y, pData->vecAnglesSaved.y );
        vecAngleDiffCur.z = AngleDiff( vehicleEyeAngles.z, pData->vecAnglesSaved.z );

        // In either case, never increase the error, so track the minimum error and clamp to that.
        for (int i = 0; i < 3; i++)
        {
            if ( fabs(vecAngleDiffCur[i] ) < fabs( pData->vecAngleDiffMin[i] ) )
            {
                pData->vecAngleDiffMin[i] = vecAngleDiffCur[i];
            }

            if ( fabs(vecAngleDiffBlend[i] ) < fabs( pData->vecAngleDiffMin[i] ) )
            {
                pData->vecAngleDiffMin[i] = vecAngleDiffBlend[i];
            }
        }

        // Add the error to the animation's eye angles.
        *pAbsAngles -= pData->vecAngleDiffMin;

        // Use this as the basis for the next error calculation.
        pData->vecAnglesSaved = *pAbsAngles;

        //if ( gpGlobals->frametime )
        //{
        //	Msg("Angle : %.2f %.2f %.2f\n", target.x, target.y, target.z );
        //}
        //Msg("Prev: %.2f %.2f %.2f\n", pData->vecAnglesSaved.x, pData->vecAnglesSaved.y, pData->vecAnglesSaved.z );

        Vector vecAbsOrigin = *pAbsOrigin;

        // If we're exiting, our desired position is the server-sent exit position
        if ( bExitAnimOn )
        {
            //debugoverlay->AddBoxOverlay( vecEyeExitEndpoint, -Vector(1,1,1), Vector(1,1,1), vec3_angle, 255,255,255, 64, 10 );

            // Blend to the exit position
            *pAbsOrigin = Lerp( flSplineFrac, vecAbsOrigin, vecEyeExitEndpoint );

            if ( pFOV != NULL )
            {
                if ( pData->flFOV > flDefaultFOV )
                {
                    *pFOV = Lerp( flFracFOV, pData->flFOV, flDefaultFOV );
                }
            }
        }
        else
        {
            // Blend from our starting position to the desired origin
            *pAbsOrigin = Lerp( flSplineFrac, pData->vecOriginSaved, vecAbsOrigin );

            if ( pFOV != NULL )
            {
                if ( pData->flFOV > flDefaultFOV )
                {
                    *pFOV = Lerp( flFracFOV, flDefaultFOV, pData->flFOV );
                }
            }
        }
    }
    else if ( pFOV != NULL )
    {
        if ( pData->flFOV > flDefaultFOV )
        {
            // Not running an entry/exit anim. Just use the vehicle's FOV.
            *pFOV = pData->flFOV;
        }
    }
}
Esempio n. 27
0
// apply custom pitch to bone merge
void CASW_Bone_Merge_Cache::MergeMatchingBones( int boneMask, CBoneBitList &boneComputed, bool bOverrideDirection, const Vector &vecDir )
{
	UpdateCache();

	// If this is set, then all the other cache data is set.
	if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 )
		return;

	// Have the entity we're following setup its bones.
	m_pFollow->SetupBones( NULL, -1, m_nFollowBoneSetupMask, gpGlobals->curtime );

	matrix3x4_t matPitchUp;
	AngleMatrix( QAngle( asw_weapon_pitch.GetFloat(), 0, 0 ), matPitchUp );

	// Now copy the bone matrices.
	for ( int i=0; i < m_MergedBones.Count(); i++ )
	{
		int iOwnerBone = m_MergedBones[i].m_iMyBone;
		int iParentBone = m_MergedBones[i].m_iParentBone;

		// Only update bones reference by the bone mask.
		if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) )
			continue;

		if ( bOverrideDirection && m_nRightHandBoneID == -1 )		// only want to change direction of the right hand bone, cache its index here
		{
			mstudiobone_t *pOwnerBones = m_pOwnerHdr->pBone( 0 );
			for ( int k = 0; k < m_pOwnerHdr->numbones(); k++ )
			{
				if ( !Q_stricmp( pOwnerBones[k].pszName(), "ValveBiped.Bip01_R_Hand" ) )
				{
					m_nRightHandBoneID = k;
					break;
				}
			}
		}
		
		if ( bOverrideDirection && i == m_nRightHandBoneID )
		{
			matrix3x4_t matParentBoneToWorld;
			m_pFollow->GetBoneTransform( iParentBone, matParentBoneToWorld );
			MatrixSetColumn( vec3_origin, 3, matParentBoneToWorld );		// remove translation

			matrix3x4_t matParentBoneToWorldInv;
			MatrixInvert( matParentBoneToWorld, matParentBoneToWorldInv );

			QAngle angAiming;
			VectorAngles( vecDir, Vector( 0, 0, -1 ), angAiming );
			matrix3x4_t matAimDirection;
			AngleMatrix( angAiming, matAimDirection );
			MatrixSetColumn( vec3_origin, 3, matAimDirection );		// remove translation

			matrix3x4_t matCorrection;
			ConcatTransforms( matParentBoneToWorldInv, matAimDirection, matCorrection );

			ConcatTransforms( m_pFollow->GetBone( iParentBone ), matCorrection, m_pOwner->GetBoneForWrite( iOwnerBone ) );
		}
		else
		{
			ConcatTransforms( m_pFollow->GetBone( iParentBone ), matPitchUp, m_pOwner->GetBoneForWrite( iOwnerBone ) );
		}

		boneComputed.Set( i );
	}
}
Esempio n. 28
0
void CMarineMove::SetupMarineMove( const CBasePlayer *player, CBaseEntity *marine, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
{
	VPROF( "CMarineMove::SetupMarineMove" );

	// hm, we need it to be a specific swarm marine here, not a generic entity
	CASW_Marine *aswmarine = static_cast< CASW_Marine * >(marine);
	if (aswmarine == NULL)
		return;

	// Prepare the usercmd fields
	move->m_nImpulseCommand		= ucmd->impulse;	
	move->m_vecViewAngles		= ucmd->viewangles;
	move->m_vecViewAngles.x = 0;	// asw always walking horizontally

	CBaseEntity *pMoveParent = marine->GetMoveParent();
	if (!pMoveParent)
	{
		move->m_vecAbsViewAngles = move->m_vecViewAngles;
	}
	else
	{
		matrix3x4_t viewToParent, viewToWorld;
		AngleMatrix( move->m_vecViewAngles, viewToParent );
		ConcatTransforms( pMoveParent->EntityToWorldTransform(), viewToParent, viewToWorld );
		MatrixAngles( viewToWorld, move->m_vecAbsViewAngles );
	}

	move->m_nButtons			= ucmd->buttons;

	// Ingore buttons for movement if at controls
	if ( marine->GetFlags() & FL_ATCONTROLS )
	{
		move->m_flForwardMove		= 0;
		move->m_flSideMove			= 0;
		move->m_flUpMove				= 0;
	}
	else
	{
		move->m_flForwardMove		= ucmd->forwardmove;
		move->m_flSideMove			= ucmd->sidemove;
		move->m_flUpMove				= ucmd->upmove;
	}

	// Prepare remaining fields
	move->m_flClientMaxSpeed		= aswmarine->MaxSpeed(); //player->MaxSpeed();
#ifdef CLIENT_DLL
	//Msg("maxspeed = %f\n", move->m_flClientMaxSpeed);
#endif
	//move->m_nOldButtons			= player->m_Local.m_nOldButtons;
	move->m_nOldButtons = aswmarine->m_nOldButtons;
	move->m_vecAngles			= marine->GetAbsAngles(); //player->pl.v_angle;
#ifdef GAME_DLL
	//Msg("S ucmd %d vel %f %f %f\n", ucmd->command_number, move->m_vecVelocity.x, move->m_vecVelocity.y, move->m_vecVelocity.z);
#else
	//Msg("C ucmd %d vel %f %f %f\n", ucmd->command_number, move->m_vecVelocity.x, move->m_vecVelocity.y, move->m_vecVelocity.z);
#endif
	move->m_vecVelocity			= marine->GetAbsVelocity();
	
	move->m_nPlayerHandle		= marine;//player;

#ifdef GAME_DLL
	move->SetAbsOrigin( marine->GetAbsOrigin() );
#else
	move->SetAbsOrigin( marine->GetNetworkOrigin() );
	/*
	C_BaseEntity *pEnt = cl_entitylist->FirstBaseEntity();
	while (pEnt)
	{
		if (FClassnameIs(pEnt, "class C_DynamicProp"))
		{
			Msg("Setting z to %f\n", pEnt->GetAbsOrigin().z + 10);
			move->m_vecAbsOrigin.z = pEnt->GetAbsOrigin().z + 10;
			marine->SetNetworkOrigin(pEnt->GetAbsOrigin() + Vector(0,0,10));
			break;
		}
		pEnt = cl_entitylist->NextBaseEntity( pEnt );
	}
	*/
#endif

	//Msg("Move X velocity set to %f forward move = %f  origin = %f\n",
//		move->m_vecVelocity.x, move->m_flForwardMove, move->m_vecAbsOrigin.x);

	// Copy constraint information
	/*
	if ( player->m_hConstraintEntity.Get() )
		move->m_vecConstraintCenter = player->m_hConstraintEntity.Get()->GetAbsOrigin();
	else
		move->m_vecConstraintCenter = player->m_vecConstraintCenter;
	move->m_flConstraintRadius = player->m_flConstraintRadius;
	move->m_flConstraintWidth = player->m_flConstraintWidth;
	move->m_flConstraintSpeedFactor = player->m_flConstraintSpeedFactor;
	*/
}
/*
====================
StudioMergeBones

====================
*/
void CStudioModelRenderer::StudioMergeBones ( model_t *m_pSubModel )
{
	int					i, j;
	double				f;
	int					do_hunt = true;

	mstudiobone_t		*pbones;
	mstudioseqdesc_t	*pseqdesc;
	mstudioanim_t		*panim;

	static float		pos[MAXSTUDIOBONES][3];
	float				bonematrix[3][4];
	static vec4_t		q[MAXSTUDIOBONES];

	if (m_pCurrentEntity->curstate.sequence >=  m_pStudioHeader->numseq) 
	{
		m_pCurrentEntity->curstate.sequence = 0;
	}

	pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;

	f = StudioEstimateFrame( pseqdesc );

	if (m_pCurrentEntity->latched.prevframe > f)
	{
		//Con_DPrintf("%f %f\n", m_pCurrentEntity->prevframe, f );
	}

	panim = StudioGetAnim( m_pSubModel, pseqdesc );
	StudioCalcRotations( pos, q, pseqdesc, panim, f );

	pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);


	for (i = 0; i < m_pStudioHeader->numbones; i++) 
	{
		for (j = 0; j < m_nCachedBones; j++)
		{
			if (stricmp(pbones[i].name, m_nCachedBoneNames[j]) == 0)
			{
				MatrixCopy( m_rgCachedBoneTransform[j], (*m_pbonetransform)[i] );
				MatrixCopy( m_rgCachedLightTransform[j], (*m_plighttransform)[i] );
				break;
			}
		}
		if (j >= m_nCachedBones)
		{
			QuaternionMatrix( q[i], bonematrix );

			bonematrix[0][3] = pos[i][0];
			bonematrix[1][3] = pos[i][1];
			bonematrix[2][3] = pos[i][2];

			if (pbones[i].parent == -1) 
			{
				if ( IEngineStudio.IsHardware() )
				{
					ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]);

					// MatrixCopy should be faster...
					//ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
					MatrixCopy( (*m_pbonetransform)[i], (*m_plighttransform)[i] );
				}
				else
				{
					ConcatTransforms ((*m_paliastransform), bonematrix, (*m_pbonetransform)[i]);
					ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
				}

				// Apply client-side effects to the transformation matrix
				StudioFxTransform( m_pCurrentEntity, (*m_pbonetransform)[i] );
			} 
			else 
			{
				ConcatTransforms ((*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i]);
				ConcatTransforms ((*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i]);
			}
		}
	}
}
/*
====================
StudioSetupBones

====================
*/
void CStudioModelRenderer::StudioSetupBones ( void )
{
	int					i;
	double				f;

	mstudiobone_t		*pbones;
	mstudioseqdesc_t	*pseqdesc;
	mstudioanim_t		*panim;

	static float		pos[MAXSTUDIOBONES][3];
	static vec4_t		q[MAXSTUDIOBONES];
	float				bonematrix[3][4];

	static float		pos2[MAXSTUDIOBONES][3];
	static vec4_t		q2[MAXSTUDIOBONES];
	static float		pos3[MAXSTUDIOBONES][3];
	static vec4_t		q3[MAXSTUDIOBONES];
	static float		pos4[MAXSTUDIOBONES][3];
	static vec4_t		q4[MAXSTUDIOBONES];

	if (m_pCurrentEntity->curstate.sequence >=  m_pStudioHeader->numseq) 
	{
		m_pCurrentEntity->curstate.sequence = 0;
	}

	pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;

	f = StudioEstimateFrame( pseqdesc );

	if (m_pCurrentEntity->latched.prevframe > f)
	{
		//Con_DPrintf("%f %f\n", m_pCurrentEntity->prevframe, f );
	}

	panim = StudioGetAnim( m_pRenderModel, pseqdesc );
	StudioCalcRotations( pos, q, pseqdesc, panim, f );

	if (pseqdesc->numblends > 1)
	{
		float				s;
		float				dadt;

		panim += m_pStudioHeader->numbones;
		StudioCalcRotations( pos2, q2, pseqdesc, panim, f );

		dadt = StudioEstimateInterpolant();
		s = (m_pCurrentEntity->curstate.blending[0] * dadt + m_pCurrentEntity->latched.prevblending[0] * (1.0 - dadt)) / 255.0;

		StudioSlerpBones( q, pos, q2, pos2, s );

		if (pseqdesc->numblends == 4)
		{
			panim += m_pStudioHeader->numbones;
			StudioCalcRotations( pos3, q3, pseqdesc, panim, f );

			panim += m_pStudioHeader->numbones;
			StudioCalcRotations( pos4, q4, pseqdesc, panim, f );

			s = (m_pCurrentEntity->curstate.blending[0] * dadt + m_pCurrentEntity->latched.prevblending[0] * (1.0 - dadt)) / 255.0;
			StudioSlerpBones( q3, pos3, q4, pos4, s );

			s = (m_pCurrentEntity->curstate.blending[1] * dadt + m_pCurrentEntity->latched.prevblending[1] * (1.0 - dadt)) / 255.0;
			StudioSlerpBones( q, pos, q3, pos3, s );
		}
	}
	
	if (m_fDoInterp &&
		m_pCurrentEntity->latched.sequencetime &&
		( m_pCurrentEntity->latched.sequencetime + 0.2 > m_clTime ) && 
		( m_pCurrentEntity->latched.prevsequence < m_pStudioHeader->numseq ))
	{
		// blend from last sequence
		static float		pos1b[MAXSTUDIOBONES][3];
		static vec4_t		q1b[MAXSTUDIOBONES];
		float				s;

		pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->latched.prevsequence;
		panim = StudioGetAnim( m_pRenderModel, pseqdesc );
		// clip prevframe
		StudioCalcRotations( pos1b, q1b, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );

		if (pseqdesc->numblends > 1)
		{
			panim += m_pStudioHeader->numbones;
			StudioCalcRotations( pos2, q2, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );

			s = (m_pCurrentEntity->latched.prevseqblending[0]) / 255.0;
			StudioSlerpBones( q1b, pos1b, q2, pos2, s );

			if (pseqdesc->numblends == 4)
			{
				panim += m_pStudioHeader->numbones;
				StudioCalcRotations( pos3, q3, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );

				panim += m_pStudioHeader->numbones;
				StudioCalcRotations( pos4, q4, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );

				s = (m_pCurrentEntity->latched.prevseqblending[0]) / 255.0;
				StudioSlerpBones( q3, pos3, q4, pos4, s );

				s = (m_pCurrentEntity->latched.prevseqblending[1]) / 255.0;
				StudioSlerpBones( q1b, pos1b, q3, pos3, s );
			}
		}

		s = 1.0 - (m_clTime - m_pCurrentEntity->latched.sequencetime) / 0.2;
		StudioSlerpBones( q, pos, q1b, pos1b, s );
	}
	else
	{
		//Con_DPrintf("prevframe = %4.2f\n", f);
		m_pCurrentEntity->latched.prevframe = f;
	}

	pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);

	// calc gait animation
	if (m_pPlayerInfo && m_pPlayerInfo->gaitsequence != 0)
	{
		if (m_pPlayerInfo->gaitsequence >= m_pStudioHeader->numseq) 
		{
			m_pPlayerInfo->gaitsequence = 0;
		}

		pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pPlayerInfo->gaitsequence;

		panim = StudioGetAnim( m_pRenderModel, pseqdesc );
		StudioCalcRotations( pos2, q2, pseqdesc, panim, m_pPlayerInfo->gaitframe );

		for (i = 0; i < m_pStudioHeader->numbones; i++)
		{
			if (strcmp( pbones[i].name, "Bip01 Spine") == 0)
				break;
			memcpy( pos[i], pos2[i], sizeof( pos[i] ));
			memcpy( q[i], q2[i], sizeof( q[i] ));
		}
	}


	for (i = 0; i < m_pStudioHeader->numbones; i++) 
	{
		QuaternionMatrix( q[i], bonematrix );

		bonematrix[0][3] = pos[i][0];
		bonematrix[1][3] = pos[i][1];
		bonematrix[2][3] = pos[i][2];

		if (pbones[i].parent == -1) 
		{
			if ( IEngineStudio.IsHardware() )
			{
				ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]);

				// MatrixCopy should be faster...
				//ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
				MatrixCopy( (*m_pbonetransform)[i], (*m_plighttransform)[i] );
			}
			else
			{
				ConcatTransforms ((*m_paliastransform), bonematrix, (*m_pbonetransform)[i]);
				ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
			}

			// Apply client-side effects to the transformation matrix
			StudioFxTransform( m_pCurrentEntity, (*m_pbonetransform)[i] );
		} 
		else 
		{
			ConcatTransforms ((*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i]);
			ConcatTransforms ((*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i]);
		}
	}
}