Exemplo n.º 1
0
void DrawBones( matrix3x4_t const* pBones, int nNumBones, ragdoll_t const* pRagdoll,
			    int nRed, int nGreen, int nBlue, C_BaseAnimating* pBaseAnimating )
{
	Assert( pBones );
	Assert( pRagdoll );
	Assert( pBaseAnimating );

	Vector from, to;
	for ( int i = 0; i < nNumBones; ++i )
	{
//		debugoverlay->AddCoordFrameOverlay( pBones[ i ], 3.0f );

		int const iRagdollParentIndex = pRagdoll->list[ i ].parentIndex;
		if ( iRagdollParentIndex < 0 )
			continue;

		int iBoneIndex = pRagdoll->boneIndex[ i ];
		int iParentIndex = pRagdoll->boneIndex[ iRagdollParentIndex ];

		MatrixPosition( pBones[ iParentIndex ], from );
		MatrixPosition( pBones[ iBoneIndex   ], to );

		debugoverlay->AddLineOverlay( from, to, nRed, nGreen, nBlue, true, 0.0f );
	}
}
Exemplo n.º 2
0
void C_BaseViewModel::FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld )
{
	Vector vecOrigin;
	MatrixPosition( attachmentToWorld, vecOrigin );
	::FormatViewModelAttachment( vecOrigin, false );
	PositionMatrix( vecOrigin, attachmentToWorld );
}
Exemplo n.º 3
0
void C_BaseViewModel::FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld )
{
	C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	Vector vecOrigin;
	MatrixPosition( attachmentToWorld, vecOrigin );
	::FormatViewModelAttachment( pPlayer, vecOrigin, false );
	PositionMatrix( vecOrigin, attachmentToWorld );
}
Exemplo n.º 4
0
bool CAnimating::GetAttachment( int iAttachment, Vector &absOrigin, Vector *forward, Vector *right, Vector *up )
{
	matrix3x4_t attachmentToWorld;

	bool bRet = GetAttachment( iAttachment, attachmentToWorld );
	MatrixPosition( attachmentToWorld, absOrigin );
	if (forward)
	{
		MatrixGetColumn( attachmentToWorld, 0, forward );
	}
	if (right)
	{
		MatrixGetColumn( attachmentToWorld, 1, right );
	}
	if (up)
	{
		MatrixGetColumn( attachmentToWorld, 2, up );
	}
	return bRet;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CParticleProperty::UpdateControlPoint( ParticleEffectList_t *pEffect, int iPoint, bool bInitializing )
{
	ParticleControlPoint_t *pPoint = &pEffect->pControlPoints[iPoint];

	if ( !pPoint->hEntity.Get() )
	{
		if ( pPoint->iAttachType == PATTACH_WORLDORIGIN && bInitializing )
		{
			pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) );
			pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, pPoint->vecOriginOffset );
			pEffect->pParticleEffect->SetSortOrigin( pPoint->vecOriginOffset );
		}

		pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, NULL );
		return;
	}

	// Only update non-follow particles when we're initializing, 
	// unless we're parented to something, in which case we should always update
	if ( !bInitializing && !pPoint->hEntity->GetMoveParent() && (pPoint->iAttachType == PATTACH_ABSORIGIN || pPoint->iAttachType == PATTACH_POINT ) )
		return;

	if ( pPoint->iAttachType == PATTACH_CUSTOMORIGIN )
		return;

	Vector vecOrigin, vecForward, vecRight, vecUp;

	float flOffset = 0.0f;
	bool bUsingHeadOrigin = false;

#ifdef TF_CLIENT_DLL

	CBaseEntity *pWearable = (CBaseEntity*) pPoint->hEntity.Get();
	if ( pWearable && dynamic_cast<IHasAttributes*>( pWearable ) && !pWearable->IsPlayer() )
	{
		C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating();
		if ( pAnimating )
		{
			int bUseHeadOrigin = 0;
			CALL_ATTRIB_HOOK_INT_ON_OTHER( pPoint->hEntity.Get(), bUseHeadOrigin, particle_effect_use_head_origin );
			if ( bUseHeadOrigin > 0 )
			{
				int iBone = Studio_BoneIndexByName( pAnimating->GetModelPtr(), "bip_head" );
				if ( iBone < 0 )
				{
					iBone = Studio_BoneIndexByName( pAnimating->GetModelPtr(), "prp_helmet" );
					if ( iBone < 0 )
					{
						iBone = Studio_BoneIndexByName( pAnimating->GetModelPtr(), "prp_hat" );
					}
				}
				if ( iBone >= 0 )
				{
					bUsingHeadOrigin = true;
					const matrix3x4_t headBone = pAnimating->GetBone( iBone );
					MatrixVectors( headBone, &vecForward, &vecRight, &vecUp );
					MatrixPosition( headBone, vecOrigin );

					CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pPoint->hEntity.Get(), flOffset, particle_effect_vertical_offset );
				}
			}
		}
	}
#endif

	if ( !bUsingHeadOrigin )
	{
		switch ( pPoint->iAttachType )
		{
		case PATTACH_POINT:
		case PATTACH_POINT_FOLLOW:
			{
				C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating();

				Assert( pAnimating );
				if ( pAnimating )
				{
					matrix3x4_t attachmentToWorld;

					if ( !pAnimating->GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) )
					{
						// try C_BaseAnimating if attach point is not on the weapon
						if ( !pAnimating->C_BaseAnimating::GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) )
						{
							Warning( "Cannot update control point %d for effect '%s'.\n", pPoint->iAttachmentPoint, pEffect->pParticleEffect->GetEffectName() );
							attachmentToWorld = pAnimating->RenderableToWorldTransform();
						}
					}

					VMatrix vMat(attachmentToWorld);
					MatrixTranslate( vMat, pPoint->vecOriginOffset );
					MatrixVectors( vMat.As3x4(), &vecForward, &vecRight, &vecUp );
					MatrixPosition( vMat.As3x4(), vecOrigin );

					if ( pEffect->pParticleEffect->m_pDef->IsViewModelEffect() )
					{
						FormatViewModelAttachment( vecOrigin, true );
					}
				}
			}
			break;

		case PATTACH_ABSORIGIN:
		case PATTACH_ABSORIGIN_FOLLOW:
		default:
			{
				vecOrigin = pPoint->hEntity->GetAbsOrigin() + pPoint->vecOriginOffset;
				pPoint->hEntity->GetVectors( &vecForward, &vecRight, &vecUp );
			}
			break;

		case PATTACH_ROOTBONE_FOLLOW:
			{
				C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating();

				Assert( pAnimating );
				if ( pAnimating )
				{
					matrix3x4_t rootBone;
					if ( pAnimating->GetRootBone( rootBone ) )
					{
						MatrixVectors( rootBone, &vecForward, &vecRight, &vecUp );
						MatrixPosition( rootBone, vecOrigin );
					}
				}
			}
			break;
		}
	}

	Vector vecForcedOriginOffset( 0, 0, flOffset );
	pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, vecForward, vecRight, vecUp );
	pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, pPoint->hEntity );
	pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, vecOrigin + vecForcedOriginOffset );
	pEffect->pParticleEffect->SetSortOrigin( vecOrigin + vecForcedOriginOffset);
}
Exemplo n.º 6
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CParticleProperty::UpdateControlPoint( ParticleEffectList_t *pEffect, int iPoint, bool bInitializing )
{
	ParticleControlPoint_t *pPoint = &pEffect->pControlPoints[iPoint];

	if ( !pPoint->hEntity.Get() )
	{
		if ( pPoint->iAttachType == PATTACH_WORLDORIGIN && bInitializing )
		{
			pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) );
			pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, pPoint->vecOriginOffset );
			pEffect->pParticleEffect->SetSortOrigin( pPoint->vecOriginOffset );
		}

		pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, NULL );
		return;
	}

	// Only update non-follow particles when we're initializing, 
	// unless we're parented to something, in which case we should always update
	if ( !bInitializing && !pPoint->hEntity->GetMoveParent() && (pPoint->iAttachType == PATTACH_ABSORIGIN || pPoint->iAttachType == PATTACH_POINT ) )
		return;

	if ( pPoint->iAttachType == PATTACH_CUSTOMORIGIN )
		return;

	Vector vecOrigin, vecForward, vecRight, vecUp;

	switch ( pPoint->iAttachType )
	{
	case PATTACH_POINT:
	case PATTACH_POINT_FOLLOW:
		{
			C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating();

			Assert( pAnimating );
			if ( pAnimating )
			{
				matrix3x4_t attachmentToWorld;

				pAnimating->GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld );


				MatrixVectors( attachmentToWorld, &vecForward, &vecRight, &vecUp );
				MatrixPosition( attachmentToWorld, vecOrigin );

				if ( pEffect->pParticleEffect->m_pDef->IsViewModelEffect() )
				{
					FormatViewModelAttachment( vecOrigin, true );
				}

			}
		}
		break;

	case PATTACH_ABSORIGIN:
	case PATTACH_ABSORIGIN_FOLLOW:
	default:
		{
			vecOrigin = pPoint->hEntity->GetAbsOrigin() + pPoint->vecOriginOffset;
			pPoint->hEntity->GetVectors( &vecForward, &vecRight, &vecUp );
		}
		break;
	}
	pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, vecForward, vecRight, vecUp );
	pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, pPoint->hEntity );
	pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, vecOrigin );
	pEffect->pParticleEffect->SetSortOrigin( vecOrigin );
}
Exemplo n.º 7
0
inline void MatrixAngles(const matrix3x4 &matrix, Angle &angles, Vector &vec)
{
	MatrixAngles(matrix, angles);
	MatrixPosition(matrix, vec);
}
Exemplo n.º 8
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CParticleProperty::UpdateControlPoint( ParticleEffectList_t *pEffect, int iPoint, bool bInitializing )
{

	ParticleControlPoint_t *pPoint = &pEffect->pControlPoints[iPoint];

	if ( pEffect->pParticleEffect->m_pDef->IsScreenSpaceEffect() && iPoint == 0 )
	{
		pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) );
		pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, vec3_origin );
		return;
	}

	if ( !pPoint->hEntity.Get() )
	{
		if ( pPoint->iAttachType == PATTACH_WORLDORIGIN && bInitializing )
		{
			pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) );
			pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, pPoint->vecOriginOffset );
			pEffect->pParticleEffect->SetSortOrigin( pPoint->vecOriginOffset );
		}

		pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, NULL );
		return;
	}

	// Only update non-follow particles when we're initializing, 
	if ( !bInitializing && (pPoint->iAttachType == PATTACH_ABSORIGIN || pPoint->iAttachType == PATTACH_POINT ) )
		return;

	if ( pPoint->iAttachType == PATTACH_CUSTOMORIGIN )
		return;

	Vector vecOrigin, vecForward, vecRight, vecUp;

	switch ( pPoint->iAttachType )
	{
	case PATTACH_POINT:
	case PATTACH_POINT_FOLLOW:
		{
			C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating();

			bool bValid = false;
			Assert( pAnimating );
			if ( pAnimating )
			{
				matrix3x4_t attachmentToWorld;

				if ( pAnimating->IsViewModel() )
				{
					C_BasePlayer *pPlayer = ToBasePlayer( ((C_BaseViewModel *)pAnimating)->GetOwner() );
					ACTIVE_SPLITSCREEN_PLAYER_GUARD( C_BasePlayer::GetSplitScreenSlotForPlayer( pPlayer ) );

					if ( pAnimating->GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) )
					{
						bValid = true;
						MatrixVectors( attachmentToWorld, &vecForward, &vecRight, &vecUp );
						MatrixPosition( attachmentToWorld, vecOrigin );

						if ( pEffect->pParticleEffect->m_pDef->IsViewModelEffect() )
						{
							FormatViewModelAttachment( pPlayer, vecOrigin, true );
						}
					}
				}
				else
				{
					// HACK_GETLOCALPLAYER_GUARD( "CParticleProperty::UpdateControlPoint" );

					if ( pAnimating->GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) )
					{
						bValid = true;
						MatrixVectors( attachmentToWorld, &vecForward, &vecRight, &vecUp );
#ifdef _DEBUG
						float flTests[3] = {vecForward.Dot( vecRight ), vecRight.Dot( vecUp ), vecUp.Dot( vecForward )};
						static float s_flMaxTest = 0.001f;
						Assert( fabs( flTests[0] ) + fabs( flTests[1] ) + fabs( flTests[2] ) < s_flMaxTest );
#endif
						MatrixPosition( attachmentToWorld, vecOrigin );

						if ( pEffect->pParticleEffect->m_pDef->IsViewModelEffect() )
						{
							HACK_GETLOCALPLAYER_GUARD( "CParticleProperty::UpdateControlPoint" );

							FormatViewModelAttachment( NULL, vecOrigin, true );
						}
					}
				}
			}

			if ( !bValid )
			{
				static bool bWarned = false;
				if ( !bWarned )
				{
					bWarned = true;
					DevWarning( "Attempted to attach particle effect %s to an unknown attachment on entity %s\n",
						pEffect->pParticleEffect->m_pDef->GetName(), pAnimating->GetClassname() );
				}
			}
			if ( !bValid )
			{
				AssertOnce( 0 );
				return;
			}
		}
		break;

	case PATTACH_ABSORIGIN:
	case PATTACH_ABSORIGIN_FOLLOW:
	default:
		{
			vecOrigin = pPoint->hEntity->GetAbsOrigin() + pPoint->vecOriginOffset;
			pPoint->hEntity->GetVectors( &vecForward, &vecRight, &vecUp );
		}
		break;

	case PATTACH_EYES_FOLLOW:
		{
			C_BaseEntity *pEnt = pPoint->hEntity;

			if ( !pEnt->IsPlayer() )
				return;

			C_BasePlayer *pPlayer = assert_cast< C_BasePlayer* >( pEnt );

			bool bValid = false;
			Assert( pPlayer );
			if ( pPlayer )
			{
				bValid = true;
				vecOrigin = pPlayer->EyePosition() + pPoint->vecOriginOffset;
				pPlayer->EyeVectors( &vecForward, &vecRight, &vecUp );
			}
			if ( !bValid )
			{
				AssertOnce( 0 );
				return;
			}
		}
		break;

	case PATTACH_CUSTOMORIGIN_FOLLOW:
		{
			matrix3x4_t mat;
			MatrixMultiply( pPoint->hEntity->RenderableToWorldTransform(), pPoint->matOffset, mat );
			MatrixVectors( mat, &vecForward, &vecRight, &vecUp );
			vecOrigin = pPoint->hEntity->GetAbsOrigin() + pPoint->vecOriginOffset;
		}
		break;
	}
	pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, vecForward, vecRight, vecUp );
	pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, pPoint->hEntity );
	pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, vecOrigin );
	pEffect->pParticleEffect->SetSortOrigin( vecOrigin );
}