//----------------------------------------------------------------------------- // Purpose: // Input : &data - //----------------------------------------------------------------------------- void GunshotSplashCallback( const CEffectData &data ) { if ( data.m_fFlags & FX_WATER_IN_SLIME ) { FX_GunshotSlimeSplash( data.m_vOrigin, Vector(0,0,1), data.m_flScale ); } else { FX_GunshotSplash( data.m_vOrigin, Vector(0,0,1), data.m_flScale ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void SplashCallback( const CEffectData &data ) { Vector normal; AngleVectors( data.m_vAngles, &normal ); if ( data.m_fFlags & FX_WATER_IN_SLIME ) { FX_GunshotSlimeSplash( data.m_vOrigin, Vector(0,0,1), data.m_flScale ); } else { FX_GunshotSplash( data.m_vOrigin, Vector(0,0,1), data.m_flScale ); } }
//----------------------------------------------------------------------------- // Purpose: // Input : *pFluid - // *pObject - // *pEntity - //----------------------------------------------------------------------------- void PhysicsSplash( IPhysicsFluidController *pFluid, IPhysicsObject *pObject, CBaseEntity *pEntity ) { //FIXME: For now just allow ragdolls for E3 - jdw if ( ( pObject->GetGameFlags() & FVPHYSICS_PART_OF_RAGDOLL ) == false ) return; Vector velocity; pObject->GetVelocity( &velocity, NULL ); float impactSpeed = velocity.Length(); if ( impactSpeed < 25.0f ) return; Vector normal; float dist; pFluid->GetSurfacePlane( &normal, &dist ); matrix3x4_t &matrix = pEntity->EntityToWorldTransform(); // Find the local axis that best matches the water surface normal int bestAxis = BestAxisMatchingNormal( matrix, normal ); Vector tangent, binormal; MatrixGetColumn( matrix, (bestAxis+1)%3, tangent ); binormal = CrossProduct( normal, tangent ); VectorNormalize( binormal ); tangent = CrossProduct( binormal, normal ); VectorNormalize( tangent ); // Now we have a basis tangent to the surface that matches the object's local orientation as well as possible // compute an OBB using this basis // Get object extents in basis Vector tanPts[2], binPts[2]; tanPts[0] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), -tangent ); tanPts[1] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), tangent ); binPts[0] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), -binormal ); binPts[1] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), binormal ); // now compute the centered bbox float mins[2], maxs[2], center[2], extents[2]; mins[0] = DotProduct( tanPts[0], tangent ); maxs[0] = DotProduct( tanPts[1], tangent ); mins[1] = DotProduct( binPts[0], binormal ); maxs[1] = DotProduct( binPts[1], binormal ); center[0] = 0.5 * (mins[0] + maxs[0]); center[1] = 0.5 * (mins[1] + maxs[1]); extents[0] = maxs[0] - center[0]; extents[1] = maxs[1] - center[1]; Vector centerPoint = center[0] * tangent + center[1] * binormal + dist * normal; Vector axes[2]; axes[0] = (maxs[0] - center[0]) * tangent; axes[1] = (maxs[1] - center[1]) * binormal; // visualize OBB hit /* Vector corner1 = centerPoint - axes[0] - axes[1]; Vector corner2 = centerPoint + axes[0] - axes[1]; Vector corner3 = centerPoint + axes[0] + axes[1]; Vector corner4 = centerPoint - axes[0] + axes[1]; NDebugOverlay::Line( corner1, corner2, 0, 0, 255, false, 10 ); NDebugOverlay::Line( corner2, corner3, 0, 0, 255, false, 10 ); NDebugOverlay::Line( corner3, corner4, 0, 0, 255, false, 10 ); NDebugOverlay::Line( corner4, corner1, 0, 0, 255, false, 10 ); */ Vector corner[4]; corner[0] = centerPoint - axes[0] - axes[1]; corner[1] = centerPoint + axes[0] - axes[1]; corner[2] = centerPoint + axes[0] + axes[1]; corner[3] = centerPoint - axes[0] + axes[1]; int contents = enginetrace->GetPointContents( centerPoint-Vector(0,0,2), MASK_WATER ); bool bInSlime = ( contents & CONTENTS_SLIME ) ? true : false; Vector color = vec3_origin; float luminosity = 1.0f; if ( !bInSlime ) { // Get our lighting information FX_GetSplashLighting( centerPoint + ( normal * 8.0f ), &color, &luminosity ); } if ( impactSpeed > 150 ) { if ( bInSlime ) { FX_GunshotSlimeSplash( centerPoint, normal, random->RandomFloat( 8, 10 ) ); } else { FX_GunshotSplash( centerPoint, normal, random->RandomFloat( 8, 10 ) ); } } else if ( !bInSlime ) { FX_WaterRipple( centerPoint, 1.5f, &color, 1.5f, luminosity ); } int splashes = 4; Vector point; for ( int i = 0; i < splashes; i++ ) { point = RandomVector( -32.0f, 32.0f ); point[2] = 0.0f; point += corner[i]; if ( impactSpeed > 150 ) { if ( bInSlime ) { FX_GunshotSlimeSplash( centerPoint, normal, random->RandomFloat( 4, 6 ) ); } else { FX_GunshotSplash( centerPoint, normal, random->RandomFloat( 4, 6 ) ); } } else if ( !bInSlime ) { FX_WaterRipple( point, random->RandomFloat( 0.25f, 0.5f ), &color, luminosity, random->RandomFloat( 0.5f, 1.0f ) ); } } }