//-----------------------------------------------------------------------------
// Inherited from IParticleSystemQuery
//-----------------------------------------------------------------------------
void CParticleSystemQuery::GetLightingAtPoint( const Vector& vecOrigin, Color &cTint )
{
#ifdef GAME_DLL

	// FIXME: Go through to the engine from the server to get these values
	cTint.SetColor( 255, 255, 255, 255 );

#else

	if ( engine->IsInGame() )
	{
		s_LightMutex.Lock();
		// Compute our lighting at our position
		Vector totalColor = engine->GetLightForPoint( vecOrigin, true );
		s_LightMutex.Unlock();

		// Get our lighting information
		cTint.SetColor( totalColor.x*255, totalColor.y*255, totalColor.z*255, 0 );
	}
	else
	{
		// FIXME: Go through to the engine from the server to get these values
		cTint.SetColor( 255, 255, 255, 255 );
 	}

#endif
}
Esempio n. 2
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//-----------------------------------------------------------------------------
// Makes sure all entries in the KD tree are in the correct position
//-----------------------------------------------------------------------------
void CDirtySpatialPartitionEntityList::OnPreQuery( SpatialPartitionListMask_t listMask )
{
#ifdef CLIENT_DLL
	if ( !( listMask & PARTITION_CLIENT_GAME_EDICTS ) )
		return;

	// FIXME: This should really be an assertion... feh!
	if ( !C_BaseEntity::IsAbsRecomputationsEnabled() )
	{
		m_mutex.Lock();
		return;
	}

#else
	if ( !( listMask & PARTITION_SERVER_GAME_EDICTS ) )
		return;
#endif

	m_mutex.Lock();

	CUtlVector< CBaseHandle > vecStillDirty;

	int nDirtyEntityCount = m_DirtyEntities.Count();
	while ( nDirtyEntityCount > 0 )
	{
		CBaseHandle handle;
		handle = m_DirtyEntities[nDirtyEntityCount-1];

#ifndef CLIENT_DLL
		CBaseEntity *pEntity = gEntList.GetBaseEntity( handle );
#else
		CBaseEntity *pEntity = cl_entitylist->GetBaseEntityFromHandle( handle );
#endif
		
		m_DirtyEntities.FastRemove( nDirtyEntityCount-1 );

		if ( pEntity )
		{
			// If an entity is in the middle of bone setup, don't call UpdatePartition
			//  which can cause it to redo bone setup on the same frame causing a recursive
			//  call to bone setup.
			if ( !pEntity->IsEFlagSet( EFL_SETTING_UP_BONES ) )
			{
				pEntity->CollisionProp()->UpdatePartition();
			}
			else
			{
				vecStillDirty.AddToTail( handle );
			}
		}

		nDirtyEntityCount = m_DirtyEntities.Count();
	}

	if ( vecStillDirty.Count() > 0 )
	{
		m_DirtyEntities = vecStillDirty;
	}
}
void CParticleSystemQuery::SetUpLightingEnvironment( const Vector& pos )
{
#ifndef GAME_DLL
	if ( !engine->IsInGame() )
		return;

	s_LightMutex.Lock();
	modelrender->SetupLighting( pos );
	s_LightMutex.Unlock();
#endif
}
Esempio n. 4
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//-----------------------------------------------------------------------------
// Makes sure all entries in the KD tree are in the correct position
//-----------------------------------------------------------------------------
void CDirtySpatialPartitionEntityList::OnPostQuery( SpatialPartitionListMask_t listMask )
{
#ifdef CLIENT_DLL
	if ( !( listMask & PARTITION_CLIENT_GAME_EDICTS ) )
		return;
#else
	if ( !( listMask & PARTITION_SERVER_GAME_EDICTS ) )
		return;
#endif

	m_mutex.Unlock();
}
bool CParticleSystemQuery::IsPointInControllingObjectHitBox( 
	CParticleCollection *pParticles,
	int nControlPointNumber, Vector vecPos, bool bBBoxOnly )
{
	bool bSuccess = false;
#ifndef GAME_DLL

	EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject );
	CBaseEntity *pMoveParent = NULL;
	if ( phMoveParent )
	{
		pMoveParent = *( phMoveParent );
	}
	if ( pMoveParent )
	{
		s_BoneMutex.Lock();
		C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();

		bool bInBBox = false;
		Vector vecBBoxMin;
		Vector vecBBoxMax;
		Vector vecOrigin;

		vecBBoxMin = pMoveParent->CollisionProp()->OBBMins();
		vecBBoxMax = pMoveParent->CollisionProp()->OBBMaxs();

		matrix3x4_t matOrientation;
		matOrientation = pMoveParent->EntityToWorldTransform();
		Vector vecLocalPos;
		VectorITransform( vecPos, matOrientation, vecLocalPos );
		if ( IsPointInBox( vecLocalPos, vecBBoxMin, vecBBoxMax ) )
			bInBBox = true;

		if ( bInBBox && bBBoxOnly )
			bSuccess = true;
		else if ( pAnimating && bInBBox )
		{
			matrix3x4_t	*hitboxbones[MAXSTUDIOBONES];
			if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
			{

				studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );

				if ( pStudioHdr )
				{
					mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );

					if ( set )
					{
						// do a point in solid test
						Ray_t ray;
						trace_t tr;
						ray.Init( vecPos, vecPos );
						enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
						if ( tr.startsolid )
							bSuccess = true;
					}
				}
			}
		}
		else if ( pMoveParent->IsBrushModel() && bInBBox )
		{
			// do a point in solid test
			Ray_t ray;
			trace_t tr;
			ray.Init( vecPos, vecPos );
			enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
			if ( tr.startsolid )
				bSuccess = true;
		}

		s_BoneMutex.Unlock();
	}
#endif
	return bSuccess;
}
int CParticleSystemQuery::GetControllingObjectHitBoxInfo(
	CParticleCollection *pParticles,
	int nControlPointNumber,
	int nBufSize,										// # of output slots available
	ModelHitBoxInfo_t *pHitBoxOutputBuffer )
{
	int nRet = 0;

#ifndef GAME_DLL
	s_BoneMutex.Lock();

	EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject );
	CBaseEntity *pMoveParent = NULL;
	if ( phMoveParent )
	{
		pMoveParent = *( phMoveParent );
	}

	if ( pMoveParent )
	{
		C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
		if ( pAnimating )
		{
			matrix3x4_t	*hitboxbones[MAXSTUDIOBONES];
			
			if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
			{
		
				studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
				
				if ( pStudioHdr )
				{
					mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
					
					if ( set )
					{
						nRet = min( nBufSize, set->numhitboxes );
						for( int i=0 ; i < nRet; i++ )
						{
							mstudiobbox_t *pBox = set->pHitbox( i );
							pHitBoxOutputBuffer[i].m_vecBoxMins.x = pBox->bbmin.x;
							pHitBoxOutputBuffer[i].m_vecBoxMins.y = pBox->bbmin.y;
							pHitBoxOutputBuffer[i].m_vecBoxMins.z = pBox->bbmin.z;

							pHitBoxOutputBuffer[i].m_vecBoxMaxes.x = pBox->bbmax.x;
							pHitBoxOutputBuffer[i].m_vecBoxMaxes.y = pBox->bbmax.y;
							pHitBoxOutputBuffer[i].m_vecBoxMaxes.z = pBox->bbmax.z;

							pHitBoxOutputBuffer[i].m_Transform = *hitboxbones[pBox->bone];
						}
					}
				}
			}
		}
		if ( pMoveParent->IsBrushModel() )
		{
			Vector vecMin;
			Vector vecMax;
			matrix3x4_t matOrientation;
			pMoveParent->GetRenderBounds( vecMin, vecMax  );
			matOrientation = pMoveParent->EntityToWorldTransform();
			pHitBoxOutputBuffer[0].m_vecBoxMins = vecMin;
			pHitBoxOutputBuffer[0].m_vecBoxMaxes = vecMax;
			pHitBoxOutputBuffer[0].m_Transform = matOrientation;
			nRet = 1;
		}
	}
	s_BoneMutex.Unlock();
#endif
	return nRet;
}
void CParticleSystemQuery::GetRandomPointsOnControllingObjectHitBox( 
	CParticleCollection *pParticles,
	int nControlPointNumber, 
	int nNumPtsOut,
	float flBBoxScale,
	int nNumTrysToGetAPointInsideTheModel,
	Vector *pPntsOut,
	Vector vecDirectionalBias,
	Vector *pHitBoxRelativeCoordOut,
	int *pHitBoxIndexOut
	)
{

	bool bSucesss = false;


#ifndef GAME_DLL

	EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject );
	CBaseEntity *pMoveParent = NULL;
	if ( phMoveParent )
	{
		pMoveParent = *( phMoveParent );
	}
	if ( pMoveParent )
	{
		float flRandMax = flBBoxScale;
		float flRandMin = 1.0 - flBBoxScale;
		Vector vecBasePos;
		pParticles->GetControlPointAtTime( nControlPointNumber, pParticles->m_flCurTime, &vecBasePos );

		s_BoneMutex.Lock();
		C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
		if ( pAnimating )
		{
			
			matrix3x4_t	*hitboxbones[MAXSTUDIOBONES];
			
			if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
			{
		
				studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
				
				if ( pStudioHdr )
				{
					mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
					
					if ( set )
					{
						bSucesss = true;
						
						Vector vecWorldPosition;
						float u = 0, v = 0, w = 0;
						int nHitbox = 0;
						int nNumIters = nNumTrysToGetAPointInsideTheModel;
						if (! vecDirectionalBias.IsZero( 0.0001 ) )
							nNumIters = max( nNumIters, 5 );

						for( int i=0 ; i < nNumPtsOut; i++)
						{
							int nTryCnt = nNumIters;
							float flBestPointGoodness = -1.0e20;
							do
							{
								int nTryHitbox = pParticles->RandomInt( 0, set->numhitboxes - 1 );
								mstudiobbox_t *pBox = set->pHitbox(nTryHitbox);
								
								float flTryU = pParticles->RandomFloat( flRandMin, flRandMax );
								float flTryV = pParticles->RandomFloat( flRandMin, flRandMax );
								float flTryW = pParticles->RandomFloat( flRandMin, flRandMax );

								Vector vecLocalPosition;
								vecLocalPosition.x = GetSurfaceCoord( flTryU, pBox->bbmin.x, pBox->bbmax.x );
								vecLocalPosition.y = GetSurfaceCoord( flTryV, pBox->bbmin.y, pBox->bbmax.y );
								vecLocalPosition.z = GetSurfaceCoord( flTryW, pBox->bbmin.z, pBox->bbmax.z );

								Vector vecTryWorldPosition;

								VectorTransform( vecLocalPosition, *hitboxbones[pBox->bone], vecTryWorldPosition );
								
								
								float flPointGoodness = pParticles->RandomFloat( 0, 72 )
									+ DotProduct( vecTryWorldPosition - vecBasePos, 
												  vecDirectionalBias );

								if ( nNumTrysToGetAPointInsideTheModel )
								{
									// do a point in solid test
									Ray_t ray;
									trace_t tr;
									ray.Init( vecTryWorldPosition, vecTryWorldPosition );
									enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
									if ( tr.startsolid )
										flPointGoodness += 1000.; // got a point inside!
								}
								if ( flPointGoodness > flBestPointGoodness )
								{
									u = flTryU;
									v = flTryV;
									w = flTryW;
									vecWorldPosition = vecTryWorldPosition;
									nHitbox = nTryHitbox;
									flBestPointGoodness = flPointGoodness;
								}
							} while ( nTryCnt-- );
							*( pPntsOut++ ) = vecWorldPosition;
							if ( pHitBoxRelativeCoordOut )
								( pHitBoxRelativeCoordOut++ )->Init( u, v, w );
							if ( pHitBoxIndexOut )
								*( pHitBoxIndexOut++ ) = nHitbox;
						}
					}
				}
			}
		}

		if ( pMoveParent->IsBrushModel() )
		{
			Vector vecMin;
			Vector vecMax;
			matrix3x4_t matOrientation;
			Vector VecOrigin;
			pMoveParent->GetRenderBounds( vecMin, vecMax  );
			VecOrigin = pMoveParent->GetRenderOrigin();
			matOrientation = pMoveParent->EntityToWorldTransform();

			

			Vector vecWorldPosition;
			float u = 0, v = 0, w = 0;
			int nHitbox = 0;
			int nNumIters = nNumTrysToGetAPointInsideTheModel;
			if (! vecDirectionalBias.IsZero( 0.0001 ) )
				nNumIters = max( nNumIters, 5 );

			for( int i=0 ; i < nNumPtsOut; i++)
			{
				int nTryCnt = nNumIters;
				float flBestPointGoodness = -1.0e20;
				do
				{
					float flTryU = pParticles->RandomFloat( flRandMin, flRandMax );
					float flTryV = pParticles->RandomFloat( flRandMin, flRandMax );
					float flTryW = pParticles->RandomFloat( flRandMin, flRandMax );

					Vector vecLocalPosition;
					vecLocalPosition.x = GetSurfaceCoord( flTryU, vecMin.x, vecMax.x );
					vecLocalPosition.y = GetSurfaceCoord( flTryV, vecMin.y, vecMax.y );
					vecLocalPosition.z = GetSurfaceCoord( flTryW, vecMin.z, vecMax.z );

					Vector vecTryWorldPosition;
					VectorTransform( vecLocalPosition, matOrientation, vecTryWorldPosition );

					float flPointGoodness = pParticles->RandomFloat( 0, 72 )
						+ DotProduct( vecTryWorldPosition - vecBasePos, 
						vecDirectionalBias );

					if ( nNumTrysToGetAPointInsideTheModel )
					{
						// do a point in solid test
						Ray_t ray;
						trace_t tr;
						ray.Init( vecTryWorldPosition, vecTryWorldPosition );
						enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
						if ( tr.startsolid )
							flPointGoodness += 1000.; // got a point inside!
					}
					if ( flPointGoodness > flBestPointGoodness )
					{
						u = flTryU;
						v = flTryV;
						w = flTryW;
						vecWorldPosition = vecTryWorldPosition;
						nHitbox = 0;
						flBestPointGoodness = flPointGoodness;
					}
				} while ( nTryCnt-- );
				*( pPntsOut++ ) = vecWorldPosition;
				if ( pHitBoxRelativeCoordOut )
					( pHitBoxRelativeCoordOut++ )->Init( u, v, w );
				if ( pHitBoxIndexOut )
					*( pHitBoxIndexOut++ ) = nHitbox;
			}
		}

		s_BoneMutex.Unlock();
	}
#endif
	if (! bSucesss )
	{
		// don't have a model or am in editor or something - fill return with control point
		for( int i=0 ; i < nNumPtsOut; i++)
		{
			pPntsOut[i] = pParticles->m_ControlPoints[nControlPointNumber].m_Position; // fallback if anything goes wrong
			
			if ( pHitBoxIndexOut )
				pHitBoxIndexOut[i] = 0;
			
			if ( pHitBoxRelativeCoordOut )
				pHitBoxRelativeCoordOut[i].Init();
		}
	}
}
int CParticleSystemQuery::GetControllingObjectHitBoxInfo(
	CParticleCollection *pParticles,
	int nControlPointNumber,
	int nBufSize,										// # of output slots available
	ModelHitBoxInfo_t *pHitBoxOutputBuffer )
{
	int nRet = 0;

#ifndef GAME_DLL
	s_BoneMutex.Lock();

	EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->ControlPoint( nControlPointNumber ).m_pObject );
	CBaseEntity *pMoveParent = NULL;
	if ( phMoveParent )
	{
		pMoveParent = *( phMoveParent );
	}

	if ( pMoveParent )
	{
		C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
		if ( pAnimating )
		{
			matrix3x4_t	*hitboxbones[MAXSTUDIOBONES];
			
			if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
			{
		
				studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
				
				if ( pStudioHdr )
				{
					// Try to get the "effects" set first, otherwise use their current set
					int nEffectsHitboxSet = FindHitboxSetByName( pAnimating->GetModelPtr(), "effects" );
					mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( nEffectsHitboxSet != -1 ? nEffectsHitboxSet : pAnimating->GetHitboxSet() );
					
					if ( set )
					{
						for( int i=0 ; i < set->numhitboxes; i++ )
						{
							mstudiobbox_t *pBox = set->pHitbox( i );

							// E3 HACK - check for hitboxes at the origin and ignore those
							if ( fabs( (*hitboxbones[pBox->bone])[0][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[1][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[2][3] ) < POINT_AT_ORIGIN_EPSILON )
							{
								continue;
							}

							pHitBoxOutputBuffer[nRet].m_vecBoxMins.x = pBox->bbmin.x;
							pHitBoxOutputBuffer[nRet].m_vecBoxMins.y = pBox->bbmin.y;
							pHitBoxOutputBuffer[nRet].m_vecBoxMins.z = pBox->bbmin.z;

							pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.x = pBox->bbmax.x;
							pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.y = pBox->bbmax.y;
							pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.z = pBox->bbmax.z;

							pHitBoxOutputBuffer[nRet].m_Transform = *hitboxbones[pBox->bone];

							nRet++;

							if ( nRet >= nBufSize )
							{
								break;
							}
						}
					}
				}
			}
		}
		if ( pMoveParent->IsBrushModel() )
		{
			Vector vecMin;
			Vector vecMax;
			matrix3x4_t matOrientation;
			pMoveParent->GetRenderBounds( vecMin, vecMax  );
			matOrientation = pMoveParent->EntityToWorldTransform();
			pHitBoxOutputBuffer[0].m_vecBoxMins = vecMin;
			pHitBoxOutputBuffer[0].m_vecBoxMaxes = vecMax;
			pHitBoxOutputBuffer[0].m_Transform = matOrientation;
			nRet = 1;
		}
	}
	s_BoneMutex.Unlock();
#endif
	return nRet;
}