Пример #1
0
//-----------------------------------------------------------------------------
// Purpose: Returns index number of a given named attachment
// Input  : name of attachment
// Output :	attachment index number or -1 if attachment not found
//-----------------------------------------------------------------------------
int CAnimating::LookupAttachment( const char *szName )
{
	CStudioHdr *pStudioHdr = GetModelPtr( );
	if (!pStudioHdr)
	{
		Assert(!"CBaseAnimating::LookupAttachment: model missing");
		return 0;
	}

	// The +1 is to make attachment indices be 1-based (namely 0 == invalid or unused attachment)
	return Studio_FindAttachment( pStudioHdr, szName ) + 1;
}
Пример #2
0
Vector GetAttachmentPositionInSpaceOfBone( CStudioHdr *pStudioHdr, const char *pAttachmentName, int outputBoneIndex )
{
	if( !pStudioHdr || !pAttachmentName )
		return vec3_origin;

	int attachment = Studio_FindAttachment( pStudioHdr, pAttachmentName );

	Vector localAttach;
	const mstudioattachment_t &pAttachment = pStudioHdr->pAttachment(attachment);
	int iBone = pStudioHdr->GetAttachmentBone( attachment );
	MatrixGetColumn( pAttachment.local, 3, localAttach );

	matrix3x4_t inputToOutputBone;
	Studio_CalcBoneToBoneTransform( pStudioHdr, iBone, outputBoneIndex, inputToOutputBone );
	
	Vector out;
	VectorTransform( localAttach, inputToOutputBone, out );

	return out;
}
Пример #3
0
void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t &params, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLimit, bool defaultLocation )
{
        // Check for prop breakable count reset. 
	int nPropCount = props_break_max_pieces_perframe.GetInt(); 
	if ( nPropCount != -1 ) 
	{ 
		if ( nFrameNumber != gpGlobals->framecount ) 
		{ 
			nPropBreakablesPerFrameCount = 0; 
			nFrameNumber = gpGlobals->framecount; 
		} 
      
		// Check for max breakable count for the frame. 
		if ( nPropBreakablesPerFrameCount >= nPropCount ) 
			return; 
	} 
      
	int iMaxBreakCount = bIgnoreGibLimit ? -1 : props_break_max_pieces.GetInt();
	if ( iMaxBreakCount != -1 )
	{
		if ( iPrecomputedBreakableCount != -1 )
		{
			iPrecomputedBreakableCount = MIN( iMaxBreakCount, iPrecomputedBreakableCount );
		}
		else
		{
			iPrecomputedBreakableCount = iMaxBreakCount;
		}
	}

#ifdef GAME_DLL
	// On server limit break model creation
	if ( !PropBreakableCapEdictsOnCreateAll(modelindex, pPhysics, params, pEntity, iPrecomputedBreakableCount ) )
	{
		DevMsg( "Failed to create PropBreakable: would exceed MAX_EDICTS\n" );
		return;
	}
#endif
	
	vcollide_t *pCollide = modelinfo->GetVCollide( modelindex );
	if ( !pCollide )
		return;

	int nSkin = 0;
	CBaseEntity *pOwnerEntity = pEntity;
	CBaseAnimating *pOwnerAnim = NULL;
	if ( pPhysics )
	{
		pOwnerEntity = static_cast<CBaseEntity *>(pPhysics->GetGameData());
	}
	if ( pOwnerEntity )
	{
		pOwnerAnim = pOwnerEntity->GetBaseAnimating();
		if ( pOwnerAnim )
		{
			nSkin = pOwnerAnim->m_nSkin;
		}
	}
	matrix3x4_t localToWorld;

	CStudioHdr studioHdr;
	const model_t *model = modelinfo->GetModel( modelindex );
	if ( model )
	{
		studioHdr.Init( modelinfo->GetStudiomodel( model ) );
	}

	Vector parentOrigin = vec3_origin;
	int parentAttachment = 	Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1;
	if ( parentAttachment > 0 )
	{
		GetAttachmentLocalSpace( &studioHdr, parentAttachment-1, localToWorld );
		MatrixGetColumn( localToWorld, 3, parentOrigin );
	}
	else
	{
		AngleMatrix( vec3_angle, localToWorld );
	}
	
	CUtlVector<breakmodel_t> list;

	BreakModelList( list, modelindex, params.defBurstScale, params.defCollisionGroup );

	if ( list.Count() )
	{
		for ( int i = 0; i < list.Count(); i++ )
		{
			int modelIndex = modelinfo->GetModelIndex( list[i].modelName );
			if ( modelIndex <= 0 )
				continue;

			// Skip multiplayer pieces that should be spawning on the other dll
#ifdef GAME_DLL
			if ( gpGlobals->maxClients > 1 && breakable_multiplayer.GetBool() )
#else
			if ( gpGlobals->maxClients > 1 )
#endif
			{
#ifdef GAME_DLL
				if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_CLIENTSIDE )
					continue;
#else
				if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_SERVERSIDE )
					continue;
#endif

				if ( !defaultLocation && list[i].mpBreakMode == MULTIPLAYER_BREAK_DEFAULT )
					continue;
			}

			if ( ( nPropCount != -1 ) && ( nPropBreakablesPerFrameCount > nPropCount ) )
				break;

			if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) )
				break;

			matrix3x4_t matrix;
			AngleMatrix( params.angles, params.origin, matrix );

			CStudioHdr studioHdr;
			const model_t *model = modelinfo->GetModel( modelIndex );
			if ( model )
			{
				studioHdr.Init( modelinfo->GetStudiomodel( model ) );
			}

			// Increment the number of breakable props this frame.
			++nPropBreakablesPerFrameCount;

			Vector position = vec3_origin;
			QAngle angles = params.angles;
			if ( pOwnerAnim && list[i].placementName[0] )
			{
				if ( list[i].placementIsBone )
				{
					int boneIndex = pOwnerAnim->LookupBone( list[i].placementName );
					if ( boneIndex >= 0 )
					{
						pOwnerAnim->GetBonePosition( boneIndex, position, angles );
						AngleMatrix( angles, position, matrix );
					}
				}
				else
				{
					int attachmentIndex = Studio_FindAttachment( &studioHdr, list[i].placementName ) + 1;
					if ( attachmentIndex > 0 )
					{
						pOwnerAnim->GetAttachment( attachmentIndex, matrix );
						MatrixAngles( matrix, angles );
					}
				}
			}
			else
			{
				int placementIndex = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1;
				Vector placementOrigin = parentOrigin;
				if ( placementIndex > 0 )
				{
					GetAttachmentLocalSpace( &studioHdr, placementIndex-1, localToWorld );
					MatrixGetColumn( localToWorld, 3, placementOrigin );
					placementOrigin -= parentOrigin;
				}

				VectorTransform( list[i].offset - placementOrigin, matrix, position );
			}
			Vector objectVelocity = params.velocity;

			if (pPhysics)
			{
				pPhysics->GetVelocityAtPoint( position, &objectVelocity );
			}

			int nActualSkin = nSkin;
			if ( nActualSkin > studioHdr.numskinfamilies() )
				nActualSkin = 0;

			CBaseEntity *pBreakable = NULL;
			
#ifdef GAME_DLL
			if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() )
#endif
			{
				pBreakable = BreakModelCreateSingle( pOwnerEntity, &list[i], position, angles, objectVelocity, params.angularVelocity, nActualSkin, params );
			}

			if ( pBreakable )
			{
#ifdef GAME_DLL
				if ( GetGibManager() )
				{
					GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() );
				}
#endif
				if ( pOwnerEntity && pOwnerEntity->IsEffectActive( EF_NOSHADOW ) )
				{
					pBreakable->AddEffects( EF_NOSHADOW );
				}

				// If burst scale is set, this piece should 'burst' away from
				// the origin in addition to travelling in the wished velocity.
				if ( list[i].burstScale != 0.0 )
				{
					Vector vecBurstDir = position - params.origin;

					// If $autocenter wasn't used, try the center of the piece
					if ( vecBurstDir == vec3_origin )
					{
						vecBurstDir = pBreakable->WorldSpaceCenter() - params.origin;
					}

					VectorNormalize( vecBurstDir );

					pBreakable->ApplyAbsVelocityImpulse( vecBurstDir * list[i].burstScale );
				}

				// If this piece is supposed to be motion disabled, disable it
				if ( list[i].isMotionDisabled )
				{
					IPhysicsObject *pPhysicsObject = pBreakable->VPhysicsGetObject();
					if ( pPhysicsObject != NULL )
					{
						pPhysicsObject->EnableMotion( false );
					}
				}
			}
		}
	}
	// Then see if the propdata specifies any breakable pieces
	else if ( pEntity )
	{
		IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pEntity);
		if ( pBreakableInterface && pBreakableInterface->GetBreakableModel() != NULL_STRING && pBreakableInterface->GetBreakableCount() )
		{
			breakmodel_t breakModel;

			for ( int i = 0; i < pBreakableInterface->GetBreakableCount(); i++ )
			{
				if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) )
					break;

				Q_strncpy( breakModel.modelName, g_PropDataSystem.GetRandomChunkModel(STRING(pBreakableInterface->GetBreakableModel()), pBreakableInterface->GetMaxBreakableSize()), sizeof(breakModel.modelName) );

				breakModel.health = 1;
				breakModel.fadeTime = RandomFloat(5,10);
				breakModel.fadeMinDist = 0.0f;
				breakModel.fadeMaxDist = 0.0f;
				breakModel.burstScale = params.defBurstScale;
				breakModel.collisionGroup = COLLISION_GROUP_DEBRIS;
				breakModel.isRagdoll = false;
				breakModel.isMotionDisabled = false;
				breakModel.placementName[0] = 0;
				breakModel.placementIsBone = false;

				Vector vecObbSize = pEntity->CollisionProp()->OBBSize();

				// Find a random point on the plane of the original's two largest axis
				int smallestAxis = SmallestAxis( vecObbSize );
				Vector vecMins(0,0,0);
				Vector vecMaxs(1,1,1);
				vecMins[smallestAxis] = 0.5;
				vecMaxs[smallestAxis] = 0.5;
				pEntity->CollisionProp()->RandomPointInBounds( vecMins, vecMaxs, &breakModel.offset );

				// Push all chunks away from the center
				Vector vecBurstDir = breakModel.offset - params.origin;
				VectorNormalize( vecBurstDir );
				Vector vecVelocity = vecBurstDir * params.defBurstScale;

				QAngle vecAngles = pEntity->GetAbsAngles();
				int iSkin = pBreakableInterface->GetBreakableSkin();

				CBaseEntity *pBreakable = NULL;

#ifdef GAME_DLL
				if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() )
#endif
				{
					pBreakable = BreakModelCreateSingle( pOwnerEntity, &breakModel, breakModel.offset, vecAngles, vecVelocity, vec3_origin/*params.angularVelocity*/, iSkin, params );
					if ( !pBreakable )
					{
						DevWarning( "PropBreakableCreateAll: Could not create model %s\n", breakModel.modelName );
					}
				}

				if ( pBreakable )
				{
#ifdef GAME_DLL
					if ( GetGibManager() )
					{
						GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() );
					}
#endif
					Vector vecBreakableObbSize = pBreakable->CollisionProp()->OBBSize();

					// Try to align the gibs along the original axis 
					matrix3x4_t matrix;
					AngleMatrix( vecAngles, matrix );
					AlignBoxes( &matrix, vecObbSize, vecBreakableObbSize );
					MatrixAngles( matrix, vecAngles );

					if ( pBreakable->VPhysicsGetObject() )
					{
						Vector pos;
						pBreakable->VPhysicsGetObject()->GetPosition( &pos, NULL );
						pBreakable->VPhysicsGetObject()->SetPosition( pos, vecAngles, true );
					}

					pBreakable->SetAbsAngles( vecAngles );

					if ( pOwnerEntity->IsEffectActive( EF_NOSHADOW ) )
					{
						pBreakable->AddEffects( EF_NOSHADOW );
					}
				}
			}
		}
	}
}