Exemplo n.º 1
0
void CFlex::DoBodyLean( void )
{
	CAI_NPC *myNpc = MyNPCPointer( );

	if (myNpc)
	{
		Vector vecDelta;
		Vector vecPos;
		Vector vecOrigin = GetAbsOrigin();

		if (m_vecPrevOrigin == vec3_origin)
		{
			m_vecPrevOrigin = vecOrigin;
		}

		vecDelta = vecOrigin - m_vecPrevOrigin;
		vecDelta.x = clamp( vecDelta.x, -50, 50 );
		vecDelta.y = clamp( vecDelta.y, -50, 50 );
		vecDelta.z = clamp( vecDelta.z, -50, 50 );

		float dt = gpGlobals->curtime - GetLastThink();
		bool bSkip = ((GetFlags() & (FL_FLY | FL_SWIM)) != 0) || (GetMoveParent() != NULL) || (GetGroundEntity() == NULL) || (GetGroundEntity()->IsMoving());
		bSkip |= myNpc->TaskRanAutomovement() || (myNpc->GetVehicleEntity() != NULL);

		if (!bSkip)
		{
			if (vecDelta.LengthSqr() > m_vecPrevVelocity.LengthSqr())
			{
				float decay =  ExponentialDecay( 0.6, 0.1, dt );
				m_vecPrevVelocity = m_vecPrevVelocity * (decay) + vecDelta * (1.f - decay);
			}
			else
			{
				float decay =  ExponentialDecay( 0.4, 0.1, dt );
				m_vecPrevVelocity = m_vecPrevVelocity * (decay) + vecDelta * (1.f - decay);
			}

			vecPos = m_vecPrevOrigin + m_vecPrevVelocity;

			float decay =  ExponentialDecay( 0.5, 0.1, dt );
			m_vecShift = m_vecShift * (decay) + (vecOrigin - vecPos) * (1.f - decay); // FIXME: Scale this
			m_vecLean = (vecOrigin - vecPos) * 1.0; // FIXME: Scale this
		}
		else
		{
			m_vecPrevVelocity = vecDelta;
			float decay =  ExponentialDecay( 0.5, 0.1, dt );
			m_vecShift = m_vecLean * decay;
			m_vecLean = m_vecShift * decay;
 		}

		m_vecPrevOrigin = vecOrigin;

		/*
		DevMsg( "%.2f %.2f %.2f  (%.2f %.2f %.2f)\n", 
			m_vecLean.Get().x, m_vecLean.Get().y, m_vecLean.Get().z,
			vecDelta.x, vecDelta.y, vecDelta.z );
		*/
	}
}
float CAI_InterestTarget_t::Interest( void )
{
	float t = (gpGlobals->curtime - m_flStartTime) / (m_flEndTime - m_flStartTime);

	if (t < 0.0f || t > 1.0f)
		return 0.0f;

	if (m_flRamp && t < 1 - m_flRamp)
	{
		//t = t / m_flRamp;
		t = 1.0 - ExponentialDecay( 0.2, m_flRamp, t );
		//t = 1.0 - ExponentialDecay( 0.01, 1 - m_flRamp, t );
	}
	else if (t > 1.0f - m_flRamp)
	{
		t = (1.0 - t) / m_flRamp;
		t = 3.0f * t * t - 2.0f * t * t * t;
	} 
	else
	{
		t = 1.0f;
	}
	// ramp
	t *= m_flInterest;

	return t;
}
Exemplo n.º 3
0
	void UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
	{
		// Float up when lifetime is half gone.
		pParticle->m_vecVelocity[ 2 ] += 64 * timeDelta;

		// FIXME: optimize this....
		pParticle->m_vecVelocity *= ExponentialDecay( 0.8, 0.05, timeDelta );
	}
Exemplo n.º 4
0
void C_AR2Explosion::SimulateParticles( CParticleSimulateIterator *pIterator )
{
	float dt = pIterator->GetTimeDelta();

	AR2ExplosionParticle *pParticle = (AR2ExplosionParticle*)pIterator->GetFirst();
	while ( pParticle )
	{
		if (dt > 0.05)
			dt = 0.05; // yuck, air resistance function craps out at less then 20fps

		// Update its lifetime.
		pParticle->m_Lifetime += dt; // pDraw->GetTimeDelta();
		if(pParticle->m_Lifetime > pParticle->m_Dwell)
		{
			// faded to nothing....
			pIterator->RemoveParticle( pParticle );
		}
		else
		{
			// Spin the thing
			pParticle->m_Roll += pParticle->m_RollSpeed * pIterator->GetTimeDelta();

			// delayed?
			if ( pParticle->m_Lifetime >= 0.0f )
			{
				// Move it (this comes after rendering to make it clear that moving the particle here won't change
				// its rendering for this frame since m_TransformedPos has already been set).
				pParticle->m_Pos = pParticle->m_Pos + pParticle->m_Velocity * dt;

				// keep track of distance traveled
				pParticle->m_Dist = pParticle->m_Dist + pParticle->m_Velocity.Length() * dt;

				// Dampen velocity.
				float dist = pParticle->m_Velocity.Length()	* dt;
				float r = dist * dist;
				// FIXME: this is a really screwy air-resistance function....
				pParticle->m_Velocity = pParticle->m_Velocity * (100 / (100 + r )); 

				// dampen roll
				static float dtime;
				static float decay;
				if (dtime != dt)
				{
					dtime = dt;
					decay = ExponentialDecay( 0.3, 1.0, dtime );
				}
				if (fabs(pParticle->m_RollSpeed) > 0.2)
					pParticle->m_RollSpeed = pParticle->m_RollSpeed * decay;
			}
		}

		pParticle = (AR2ExplosionParticle*)pIterator->GetNext();
	}
}
Exemplo n.º 5
0
void Interpolator_CurveInterpolate_NonNormalized( int interpolationType,
	const Vector &vPre,
	const Vector &vStart,
	const Vector &vEnd,
	const Vector &vNext,
	float f,
	Vector &vOut )
{
	vOut.Init();

	switch ( interpolationType )
	{
	default:
		Warning( "Unknown interpolation type %d\n",
			(int)interpolationType );
		// break; // Fall through and use catmull_rom as default
	case INTERPOLATE_CATMULL_ROM_NORMALIZEX:
	case INTERPOLATE_DEFAULT:
	case INTERPOLATE_CATMULL_ROM:
	case INTERPOLATE_CATMULL_ROM_NORMALIZE:
	case INTERPOLATE_CATMULL_ROM_TANGENT:
		Catmull_Rom_Spline( 
			vPre,
			vStart,
			vEnd,
			vNext,
			f, 
			vOut );
		break;
	case INTERPOLATE_EASE_IN:
		{
			f = sin( M_PI * f * 0.5f );
			// Fixme, since this ignores vPre and vNext we could omit computing them aove
			VectorLerp( vStart, vEnd, f, vOut );
		}
		break;
	case INTERPOLATE_EASE_OUT:
		{
			f = 1.0f - sin( M_PI * f * 0.5f + 0.5f * M_PI );
			// Fixme, since this ignores vPre and vNext we could omit computing them aove
			VectorLerp( vStart, vEnd, f, vOut );
		}
		break;
	case INTERPOLATE_EASE_INOUT:
		{
			f = SimpleSpline( f );
			// Fixme, since this ignores vPre and vNext we could omit computing them aove
			VectorLerp( vStart, vEnd, f, vOut );
		}
		break;
	case INTERPOLATE_LINEAR_INTERP:
		// Fixme, since this ignores vPre and vNext we could omit computing them aove
		VectorLerp( vStart, vEnd, f, vOut );
		break;
	case INTERPOLATE_KOCHANEK_BARTELS:
	case INTERPOLATE_KOCHANEK_BARTELS_EARLY:
	case INTERPOLATE_KOCHANEK_BARTELS_LATE:
		{
			float t, b, c;
			Interpolator_GetKochanekBartelsParams( interpolationType, t, b, c );
			Kochanek_Bartels_Spline
			( 
				t, b, c, 
				vPre,
				vStart,
				vEnd,
				vNext,
				f, 
				vOut 
			);
		}
		break;
	case INTERPOLATE_SIMPLE_CUBIC:
		Cubic_Spline( 
			vPre,
			vStart,
			vEnd,
			vNext,
			f, 
			vOut );
		break;
	case INTERPOLATE_BSPLINE:
		BSpline( 
			vPre,
			vStart,
			vEnd,
			vNext,
			f, 
			vOut );
		break;
	case INTERPOLATE_EXPONENTIAL_DECAY:
		{
			float dt = vEnd.x - vStart.x;
			if ( dt > 0.0f )
			{
				float val = 1.0f - ExponentialDecay( 0.001, dt, f * dt ); 
				vOut.y = vStart.y + val * ( vEnd.y - vStart.y );
			}
			else
			{
				vOut.y = vStart.y;
			}
		}
		break;
	case INTERPOLATE_HOLD:
		{
			vOut.y = vStart.y;
		}
		break;
	}
}
Exemplo n.º 6
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPointCommentaryNode::UpdateViewThink( void )
{
	if ( !m_bActive )
		return;
	CBasePlayer *pPlayer = GetCommentaryPlayer();
	if ( !pPlayer )
		return;

	// Swing the view towards the target
	if ( m_hViewTarget )
	{
 		QAngle angGoal;
 		QAngle angCurrent;
		if ( m_hViewPositionMover )
		{
			angCurrent = m_hViewPositionMover->GetAbsAngles();
			VectorAngles( m_hViewTarget->WorldSpaceCenter() - m_hViewPositionMover->GetAbsOrigin(), angGoal );
		}
		else
		{
			angCurrent = pPlayer->EyeAngles();
      		VectorAngles( m_hViewTarget->WorldSpaceCenter() - pPlayer->EyePosition(), angGoal );
		}

		// Accelerate towards the target goal angles
  		float dx = AngleDiff( angGoal.x, angCurrent.x );
  		float dy = AngleDiff( angGoal.y, angCurrent.y );
		float mod = 1.0 - ExponentialDecay( 0.5, 0.3, gpGlobals->frametime );
   		float dxmod = dx * mod;
		float dymod = dy * mod;

 		angCurrent.x = AngleNormalize( angCurrent.x + dxmod );
 		angCurrent.y = AngleNormalize( angCurrent.y + dymod );

		if ( m_hViewPositionMover )
		{
			m_hViewPositionMover->SetAbsAngles( angCurrent );
		}
		else
		{
			pPlayer->SnapEyeAngles( angCurrent );
		}

		SetNextThink( gpGlobals->curtime, s_pCommentaryUpdateViewThink );
	}

 	if ( m_hViewPosition.Get() )
	{
		if ( pPlayer->GetActiveWeapon() )
		{
			pPlayer->GetActiveWeapon()->Holster();
		}

 		if ( !m_hViewPositionMover )
		{
			// Make an invisible info target entity for us to attach the view to, 
			// and move it to the desired view position.
			m_hViewPositionMover = CreateEntityByName( "env_laserdot" );
			m_hViewPositionMover->SetAbsAngles( pPlayer->EyeAngles() );
			pPlayer->SetViewEntity( m_hViewPositionMover );
		}

		// Blend to the target position over time. 
 		float flCurTime = (gpGlobals->curtime - m_flStartTime);
 		float flBlendPerc = clamp( flCurTime / 2.0, 0, 1 );

		// Figure out the current view position
		Vector vecCurEye;
		VectorLerp( pPlayer->EyePosition(), m_hViewPosition.Get()->GetAbsOrigin(), flBlendPerc, vecCurEye );
		m_hViewPositionMover->SetAbsOrigin( vecCurEye ); 

		SetNextThink( gpGlobals->curtime, s_pCommentaryUpdateViewThink );
	}
}
bool C_AR2Explosion::SimulateAndRender(Particle *pBaseParticle, ParticleDraw *pDraw, float &sortKey)
{
	AR2ExplosionParticle* pParticle = (AR2ExplosionParticle*)pBaseParticle;

	float dt = pDraw->GetTimeDelta();
	if (dt > 0.05)
		dt = 0.05; // yuck, air resistance function craps out at less then 20fps

	// Update its lifetime.
	pParticle->m_Lifetime += dt; // pDraw->GetTimeDelta();
	if(pParticle->m_Lifetime > pParticle->m_Dwell)
	{
		// faded to nothing....
		return false;
	}

	// Spin the thing
	pParticle->m_Roll += pParticle->m_RollSpeed * pDraw->GetTimeDelta();

	// delayed?
	if(pParticle->m_Lifetime < 0.0f)
	{
		// not alive yet
		return true;
	}

	// Draw.
	float lifetimePercent = ( pParticle->m_Lifetime - AR2_DUST_FADE_IN_TIME ) / pParticle->m_Dwell;

	// FIXME: base color should be a dirty version of the material color
	Vector color = g_AR2DustColor1 * (1.0 - lifetimePercent) + g_AR2DustColor2 * lifetimePercent;
	
	Vector tPos;
	TransformParticle(m_pParticleMgr->GetModelView(), pParticle->m_Pos, tPos);
	// sortKey = tPos.z;
	
	float	alpha;

	if ( pParticle->m_Lifetime < AR2_DUST_FADE_IN_TIME )
	{
		alpha = AR2_DUST_ALPHA * ( pParticle->m_Lifetime / AR2_DUST_FADE_IN_TIME );
	}
	else
	{
		alpha = AR2_DUST_ALPHA * ( 1.0f - lifetimePercent );
	}

	alpha *= GetAlphaDistanceFade( tPos, 50, 150 );

	RenderParticle_ColorSizeAngle(
		pDraw,
		tPos,
		color,
		alpha,
		pParticle->m_Dist, // size based on how far it's traveled
		pParticle->m_Roll);

	// Move it (this comes after rendering to make it clear that moving the particle here won't change
	// its rendering for this frame since m_TransformedPos has already been set).
	pParticle->m_Pos = pParticle->m_Pos + pParticle->m_Velocity * dt;

	// keep track of distance traveled
	pParticle->m_Dist = pParticle->m_Dist + pParticle->m_Velocity.Length() * dt;

	// Dampen velocity.
	float dist = pParticle->m_Velocity.Length()	* dt;
	float r = dist * dist;
	// FIXME: this is a really screwy air-resistance function....
	pParticle->m_Velocity = pParticle->m_Velocity * (100 / (100 + r )); 

	// dampen roll
	static float dtime;
	static float decay;
	if (dtime != dt)
	{
		dtime = dt;
		decay = ExponentialDecay( 0.3, 1.0, dtime );
	}
	if (fabs(pParticle->m_RollSpeed) > 0.2)
		pParticle->m_RollSpeed = pParticle->m_RollSpeed * decay;

	return true;
}