//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_Prediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { // Call the default SetupMove code. BaseClass::SetupMove( player, ucmd, pHelper, move ); CASW_Player *pASWPlayer = static_cast<CASW_Player*>( player ); if ( !asw_allow_detach.GetBool() ) { if ( pASWPlayer && pASWPlayer->GetMarine() ) { // this forces horizontal movement move->m_vecAngles.x = 0; move->m_vecViewAngles.x = 0; } } CBaseEntity *pMoveParent = player->GetMoveParent(); if (!pMoveParent) { move->m_vecAbsViewAngles = move->m_vecViewAngles; } else { matrix3x4_t viewToParent, viewToWorld; AngleMatrix( move->m_vecViewAngles, viewToParent ); ConcatTransforms( pMoveParent->EntityToWorldTransform(), viewToParent, viewToWorld ); MatrixAngles( viewToWorld, move->m_vecAbsViewAngles ); } CASW_MoveData *pASWMove = static_cast<CASW_MoveData*>( move ); pASWMove->m_iForcedAction = ucmd->forced_action; // setup trace optimization g_pGameMovement->SetupMovementBounds( move ); }
//----------------------------------------------------------------------------- // Purpose: // Input : &follow - // *pBoneName - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CBoneFollowerManager::CreatePhysicsFollower( physfollower_t &follow, const char *pBoneName ) { studiohdr_t *pStudioHdr = m_hOuter->GetModelPtr(); matrix3x4_t boneToWorld; solid_t solid; Vector bonePosition; QAngle boneAngles; int boneIndex = Studio_BoneIndexByName( pStudioHdr, pBoneName ); if ( boneIndex >= 0 ) { mstudiobone_t *pBone = pStudioHdr->pBone( boneIndex ); int physicsBone = pBone->physicsbone; if ( !PhysModelParseSolidByIndex( solid, m_hOuter, m_hOuter->GetModelIndex(), physicsBone ) ) return false; // fixup in case ragdoll is assigned to a parent of the requested follower bone follow.boneIndex = Studio_BoneIndexByName( pStudioHdr, solid.name ); m_hOuter->GetBoneTransform( follow.boneIndex, boneToWorld ); MatrixAngles( boneToWorld, boneAngles, bonePosition ); follow.hFollower = CBoneFollower::Create( m_hOuter, STRING(m_hOuter->GetModelName()), solid, bonePosition, boneAngles ); } return false; }
//----------------------------------------------------------------------------- // Purpose: Returns the world location and world angles of an attachment // Input : attachment index // Output : location and angles //----------------------------------------------------------------------------- bool CAnimating::GetAttachment ( int iAttachment, Vector &absOrigin, QAngle &absAngles ) { matrix3x4_t attachmentToWorld; bool bRet = GetAttachment( iAttachment, attachmentToWorld ); MatrixAngles( attachmentToWorld, absAngles, absOrigin ); return bRet; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropServerVehicleManhack::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV ) { Assert( nRole == VEHICLE_ROLE_DRIVER ); CBasePlayer *pPlayer = ToBasePlayer( GetDrivableVehicle()->GetDriver() ); Assert( pPlayer );//*/ //commented out because this really should be setting the manhack angle, not the vehicle angle *pAbsAngles = pPlayer->EyeAngles(); // yuck. this is an in/out parameter. //*pAbsOrigin = pPlayer->EyePosition(); CNPC_Manhack *pManhack=NULL; if (GetManhack()) pManhack=GetManhack()->GetManhack(); if (pManhack != NULL) { Vector m_vecManhackEye = GetManhack()->GetManhackEyePosition(); //pManhack->GetManhackView(); QAngle m_angManhackEye = pManhack->GetAbsAngles(); matrix3x4_t vehicleEyePosToWorld; AngleMatrix( m_angManhackEye, vehicleEyePosToWorld ); // Dampen the eye positional change as we drive around. //*pAbsAngles = pPlayer->EyeAngles(); CPropVehicleManhack *pDriveable = assert_cast<CPropVehicleManhack*>(GetDrivableVehicle()); if (pDriveable) pDriveable->DampenEyePosition( m_vecManhackEye, m_angManhackEye ); // Compute the relative rotation between the unperturbed eye attachment + the eye angles matrix3x4_t cameraToWorld; AngleMatrix( *pAbsAngles, cameraToWorld ); matrix3x4_t worldToEyePos; MatrixInvert( vehicleEyePosToWorld, worldToEyePos ); matrix3x4_t vehicleCameraToEyePos; ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos ); AngleMatrix( m_angManhackEye, m_vecManhackEye, vehicleEyePosToWorld ); // Now treat the relative eye angles as being relative to this new, perturbed view position... matrix3x4_t newCameraToWorld; ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld ); // output new view abs angles MatrixAngles( newCameraToWorld, *pAbsAngles ); // UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin ); } else DevMsg("fail\n"); }
void CStickyBomb::Touch( CBaseEntity *pOther ) { // Don't stick if already stuck if ( GetMoveType() == MOVETYPE_FLYGRAVITY ) { trace_t tr = GetTouchTrace(); // stickies don't stick to each other or sky if ( FClassnameIs(pOther, "grenade_stickybomb") || (tr.surface.flags & SURF_SKY) ) { // bounce Vector vecNewVelocity; PhysicsClipVelocity( GetAbsVelocity(), tr.plane.normal, vecNewVelocity, 1.0 ); SetAbsVelocity( vecNewVelocity ); } else { SetAbsVelocity( vec3_origin ); SetMoveType( MOVETYPE_NONE ); if ( pOther->entindex() != 0 ) { // set up notification if the parent is deleted before we explode g_pNotify->AddEntity( this, pOther ); if ( (tr.surface.flags & SURF_HITBOX) && modelinfo->GetModelType( pOther->GetModel() ) == mod_studio ) { CBaseAnimating *pOtherAnim = dynamic_cast<CBaseAnimating *>(pOther); if ( pOtherAnim ) { matrix3x4_t bombWorldSpace; MatrixCopy( EntityToWorldTransform(), bombWorldSpace ); // get the bone info so we can follow the bone FollowEntity( pOther ); SetOwnerEntity( pOther ); m_boneIndexAttached = pOtherAnim->GetHitboxBone( tr.hitbox ); matrix3x4_t boneToWorld; pOtherAnim->GetBoneTransform( m_boneIndexAttached, boneToWorld ); // transform my current position/orientation into the hit bone's space // UNDONE: Eventually we need to intersect with the mesh here // REVISIT: maybe do something like the decal code to find a spot on // the mesh. matrix3x4_t worldToBone, localMatrix; MatrixInvert( boneToWorld, worldToBone ); ConcatTransforms( worldToBone, bombWorldSpace, localMatrix ); MatrixAngles( localMatrix, m_boneAngles.GetForModify(), m_bonePosition.GetForModify() ); return; } } SetParent( pOther ); } } } }
void CAPC2FourWheelServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles ) { //FixMe, wtf? #ifndef DEBUG Assert( nRole == VEHICLE_DRIVER ); #endif CBaseCombatCharacter *pPlayer = GetPassenger( VEHICLE_ROLE_DRIVER ); Assert( pPlayer ); float flPitchFactor=1.0; *pAbsAngles = pPlayer->EyeAngles(); matrix3x4_t vehicleEyePosToWorld; Vector vehicleEyeOrigin; QAngle vehicleEyeAngles; GetAPC()->GetAttachment( "cannon_muzzle", vehicleEyeOrigin, vehicleEyeAngles ); Vector up,forward; GetAPC()->GetVectors(NULL,&forward,&up); vehicleEyeOrigin+=(forward*37)+(up*35); AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld ); //#ifdef HL2_DLL // // View dampening. // if ( r_VehicleViewDampen.GetInt() ) // { // GetAPC()->DampenEyePosition( vehicleEyeOrigin, vehicleEyeAngles ); // } //#endif // Compute the relative rotation between the unperterbed eye attachment + the eye angles matrix3x4_t cameraToWorld; AngleMatrix( *pAbsAngles, cameraToWorld ); matrix3x4_t worldToEyePos; MatrixInvert( vehicleEyePosToWorld, worldToEyePos ); matrix3x4_t vehicleCameraToEyePos; ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos ); // Now perterb the attachment point vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x ); vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z ); AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld ); // Now treat the relative eye angles as being relative to this new, perterbed view position... matrix3x4_t newCameraToWorld; ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld ); // output new view abs angles MatrixAngles( newCameraToWorld, *pAbsAngles ); // UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin ); }
//----------------------------------------------------------------------------- // Apply movement //----------------------------------------------------------------------------- void CLogicMeasureMovement::MeasureThink( ) { // FIXME: This is a hack to make measuring !player simpler. The player isn't // created at Activate time, so m_hMeasureTarget may be NULL because of that. if ( !m_hMeasureTarget.Get() && !Q_strnicmp( STRING(m_strMeasureTarget), "!player", 8 ) ) { SetMeasureTarget( STRING(m_strMeasureTarget) ); } // Make sure all entities are valid if ( m_hMeasureTarget.Get() && m_hMeasureReference.Get() && m_hTarget.Get() && m_hTargetReference.Get() ) { matrix3x4_t matRefToMeasure, matWorldToMeasure; switch( m_nMeasureType ) { case MEASURE_POSITION: MatrixInvert( m_hMeasureTarget->EntityToWorldTransform(), matWorldToMeasure ); break; case MEASURE_EYE_POSITION: AngleIMatrix( m_hMeasureTarget->EyeAngles(), m_hMeasureTarget->EyePosition(), matWorldToMeasure ); break; // FIXME: Could add attachment point measurement here easily } ConcatTransforms( matWorldToMeasure, m_hMeasureReference->EntityToWorldTransform(), matRefToMeasure ); // Apply the scale factor if ( ( m_flScale != 0.0f ) && ( m_flScale != 1.0f ) ) { Vector vecTranslation; MatrixGetColumn( matRefToMeasure, 3, vecTranslation ); vecTranslation /= m_flScale; MatrixSetColumn( vecTranslation, 3, matRefToMeasure ); } // Now apply the new matrix to the new reference point matrix3x4_t matMeasureToRef, matNewTargetToWorld; MatrixInvert( matRefToMeasure, matMeasureToRef ); ConcatTransforms( m_hTargetReference->EntityToWorldTransform(), matMeasureToRef, matNewTargetToWorld ); Vector vecNewOrigin; QAngle vecNewAngles; MatrixAngles( matNewTargetToWorld, vecNewAngles, vecNewOrigin ); m_hTarget->SetAbsOrigin( vecNewOrigin ); m_hTarget->SetAbsAngles( vecNewAngles ); } SetNextThink( gpGlobals->curtime + TICK_INTERVAL ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CChoreoGenericServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*= NULL*/ ) { // FIXME: This needs to be reconciled with the other versions of this function! Assert( nRole == VEHICLE_ROLE_DRIVER ); CBasePlayer *pPlayer = ToBasePlayer( GetDrivableVehicle()->GetDriver() ); Assert( pPlayer ); // Use the player's eyes instead of the attachment point if ( GetVehicle()->m_bForcePlayerEyePoint ) { // Call to BaseClass because CBasePlayer::EyePosition calls this function. *pAbsOrigin = pPlayer->CBaseCombatCharacter::EyePosition(); *pAbsAngles = pPlayer->CBaseCombatCharacter::EyeAngles(); return; } *pAbsAngles = pPlayer->EyeAngles(); // yuck. this is an in/out parameter. float flPitchFactor = 1.0; matrix3x4_t vehicleEyePosToWorld; Vector vehicleEyeOrigin; QAngle vehicleEyeAngles; GetVehicle()->GetAttachment( "vehicle_driver_eyes", vehicleEyeOrigin, vehicleEyeAngles ); AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld ); // Compute the relative rotation between the unperterbed eye attachment + the eye angles matrix3x4_t cameraToWorld; AngleMatrix( *pAbsAngles, cameraToWorld ); matrix3x4_t worldToEyePos; MatrixInvert( vehicleEyePosToWorld, worldToEyePos ); matrix3x4_t vehicleCameraToEyePos; ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos ); // Now perterb the attachment point vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x ); vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z ); AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld ); // Now treat the relative eye angles as being relative to this new, perterbed view position... matrix3x4_t newCameraToWorld; ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld ); // output new view abs angles MatrixAngles( newCameraToWorld, *pAbsAngles ); // UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBoneFollowerManager::UpdateBoneFollowers( void ) { matrix3x4_t boneToWorld; Vector bonePosition; QAngle boneAngles; for ( int i = 0; i < m_iNumBones; i++ ) { if ( !m_physBones[i].hFollower ) continue; m_hOuter->GetBoneTransform( m_physBones[i].boneIndex, boneToWorld ); MatrixAngles( boneToWorld, boneAngles, bonePosition ); m_physBones[i].hFollower->UpdateFollower( bonePosition, boneAngles, 0.1 ); } }
// Glory to the maker of Zeus TF2 base for getting the math part down bool TF2Player::GetHitboxPos(Vector& v, int hitboxindex, BonePos::Enum pos) { if (hitboxindex == -1){ v = vecOrigin(); return true; } int correctedhitbox = CorrectedHitbox(hitboxindex); if (correctedhitbox > 20) return false; matrix3x4_t pmatrix[MAXSTUDIOBONES]; IClientEntity* clientent = ValveInterfaces::pClientEntList->GetClientEntity( this->index() ); if(!clientent || !clientent->SetupBones(pmatrix, MAXSTUDIOBONES, BONE_USED_BY_HITBOX, 0)) return false; studiohdr_t* pStudioHdr = 0; if(isDisguised()) { const int ispyindex = ValveInterfaces::pModelInfo->GetModelIndex("models/player/spy.mdl"); const model_t *pSpyModel = ValveInterfaces::pModelInfo->GetModel( ispyindex ); pStudioHdr = ValveInterfaces::pModelInfo->GetStudiomodel( pSpyModel ); } else { const model_t* modelinfo = clientent->GetModel(); pStudioHdr = ValveInterfaces::pModelInfo->GetStudiomodel(modelinfo); } mstudiobbox_t* hitbox = pStudioHdr->pHitbox(correctedhitbox, 0); MatrixAngles( pmatrix[ hitbox->bone ], angEyeAngles(), v ); Vector min,max; VectorTransform( hitbox->bbmin, pmatrix[ hitbox->bone ], min ); VectorTransform( hitbox->bbmax, pmatrix[ hitbox->bone ], max ); if (pos == BonePos::MIDDLE) v = ((min + max) * 0.5f);//LOL FLOATING POINT OPTIMIZATIONS else if (pos == BonePos::MIN) v = min; else v = max; return true; }
void C_NPC_Hydra::CalcBoneAngles( const Vector pos[], Quaternion q[] ) { int i; matrix3x4_t bonematrix; for (i = m_numHydraBones - 1; i >= 0; i--) { Vector forward; Vector left2; if (i != m_numHydraBones - 1) { QuaternionMatrix( q[i+1], bonematrix ); MatrixGetColumn( bonematrix, 1, left2 ); forward = (pos[i+1] - pos[i]) /* + (pos[i] - pos[i-1])*/; float length = VectorNormalize( forward ); if (length == 0.0) { q[i] = q[i+1]; continue; } } else { forward = m_vecHeadDir; VectorNormalize( forward ); VectorMatrix( forward, bonematrix ); MatrixGetColumn( bonematrix, 1, left2 ); } Vector up = CrossProduct( forward, left2 ); VectorNormalize( up ); Vector left = CrossProduct( up, forward ); MatrixSetColumn( forward, 0, bonematrix ); MatrixSetColumn( left, 1, bonematrix ); MatrixSetColumn( up, 2, bonematrix ); // MatrixQuaternion( bonematrix, q[i] ); QAngle angles; MatrixAngles( bonematrix, angles ); AngleQuaternion( angles, q[i] ); } }
CASW_Laser_Mine* CASW_Laser_Mine::ASW_Laser_Mine_Create( const Vector &position, const QAngle &angles, const QAngle &angLaserAim, CBaseEntity *pOwner, CBaseEntity *pMoveParent, bool bFriendly, CBaseEntity *pCreatorWeapon ) { CASW_Laser_Mine *pMine = (CASW_Laser_Mine*)CreateEntityByName( "asw_laser_mine" ); pMine->SetLaserAngle( angLaserAim ); matrix3x4_t wallMatrix; AngleMatrix( angles, wallMatrix ); QAngle angRotateMine( 0, 90, 90 ); matrix3x4_t fRotateMatrix; AngleMatrix( angRotateMine, fRotateMatrix ); matrix3x4_t finalMatrix; QAngle angMine; ConcatTransforms( wallMatrix, fRotateMatrix, finalMatrix ); MatrixAngles( finalMatrix, angMine ); Vector vecSrc = pOwner->WorldSpaceCenter(); CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>( pOwner ); if ( pMarine ) vecSrc = pMarine->GetOffhandThrowSource(); pMine->SetAbsAngles( -angMine ); pMine->Spawn(); pMine->SetOwnerEntity( pOwner ); UTIL_SetOrigin( pMine, vecSrc ); pMine->m_bFriendly = bFriendly; pMine->m_hCreatorWeapon.Set( pCreatorWeapon ); // adjust throw duration based on distance and some randomness float flDist = vecSrc.DistTo( position ); const float flBaseDist = 90.0f; float flDistFraction = ( flDist / flBaseDist ); flDistFraction = clamp<float>( flDistFraction, 0.5f, 2.0f ); flDistFraction += RandomFloat( 0.0f, 0.2f ); pMine->StartSpawnFlipping( vecSrc, position, angMine, 0.30f * flDistFraction ); if( pCreatorWeapon ) pMine->m_CreatorWeaponClass = pCreatorWeapon->Classify(); if ( pMoveParent ) { pMine->SetParent( pMoveParent ); gEntList.AddListenerEntity( pMine ); } return pMine; }
//----------------------------------------------------------------------------- // Returns the attachment render origin + origin //----------------------------------------------------------------------------- void C_VGuiScreen::GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pOrigin, QAngle *pAngles ) { C_BaseEntity *pEnt = pAttachedTo->GetBaseEntity(); const char* panelName = PanelName(); vgui::Panel panel = m_PanelWrapper.GetPanel(); if ( Q_strcmp(panelName, "health_screen") == 0 ) { QAngle weapAngles = pEnt->GetAbsAngles(); Vector weapForward, weapRight, weapUp; AngleVectors(weapAngles, &weapForward, &weapRight, &weapUp); VMatrix worldFromPanel; AngleMatrix(weapAngles, worldFromPanel.As3x4()); MatrixRotate(worldFromPanel, Vector(0, 0, 1), 180.f); MatrixRotate(worldFromPanel, Vector(1, 0, 0), -90.f); MatrixAngles(worldFromPanel.As3x4(), *pAngles); // move it right and over *pOrigin = pEnt->GetAbsOrigin() + weapRight*1.75 + weapUp*2.3 + weapForward*5; return; } //todo: set alpha per view ... m_PanelWrapper.GetPanel()->SetAlpha(200); if (pEnt && (m_nAttachmentIndex > 0)) { { C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, true ); pEnt->GetAttachment( m_nAttachmentIndex, *pOrigin, *pAngles ); } if ( IsAttachedToViewModel() ) { FormatViewModelAttachment( *pOrigin, true ); } } else { BaseClass::GetAimEntOrigin( pAttachedTo, pOrigin, pAngles ); } // Msg("%s origin %.1f %.1f %.1f angles %.1f %.1f %.1f \n", PanelName(), pOrigin->x, pOrigin->y, pOrigin->z, pAngles->x, pAngles->y, pAngles->z); }
//----------------------------------------------------------------------------- // Purpose: // Input : &follow - // *pBoneName - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CBoneFollowerManager::CreatePhysicsFollower( CBaseAnimating *pParentEntity, physfollower_t &follow, const char *pBoneName, solid_t *pSolid ) { CStudioHdr *pStudioHdr = pParentEntity->GetModelPtr(); matrix3x4_t boneToWorld; solid_t solidTmp; Vector bonePosition; QAngle boneAngles; int boneIndex = Studio_BoneIndexByName( pStudioHdr, pBoneName ); if ( boneIndex >= 0 ) { mstudiobone_t *pBone = pStudioHdr->pBone( boneIndex ); int physicsBone = pBone->physicsbone; if ( !pSolid ) { if ( !PhysModelParseSolidByIndex( solidTmp, pParentEntity, pParentEntity->GetModelIndex(), physicsBone ) ) return false; pSolid = &solidTmp; } // fixup in case ragdoll is assigned to a parent of the requested follower bone follow.boneIndex = Studio_BoneIndexByName( pStudioHdr, pSolid->name ); if ( follow.boneIndex < 0 ) { follow.boneIndex = boneIndex; } pParentEntity->GetBoneTransform( follow.boneIndex, boneToWorld ); MatrixAngles( boneToWorld, boneAngles, bonePosition ); follow.hFollower = CBoneFollower::Create( pParentEntity, STRING(pParentEntity->GetModelName()), *pSolid, bonePosition, boneAngles ); follow.hFollower->SetTraceData( physicsBone, HitGroupFromPhysicsBone( pParentEntity, physicsBone ) ); follow.hFollower->SetBlocksLOS( pParentEntity->BlocksLOS() ); return true; } else { Warning( "ERROR: Tried to create bone follower on invalid bone %s\n", pBoneName ); } return false; }
SOPAngle *SOPAngle::RotateAroundAxis(SOPVector *vec, lua_Number degrees) { matrix3x4_t m_rgflCoordinateFrame; Vector rotationAxisLs; Quaternion q; matrix3x4_t xform; matrix3x4_t localToWorldMatrix; Vector axisvector = vec->ToVector(); QAngle rotatedAngles; QAngle angOurAngs = ToQAngle(); AngleMatrix( angOurAngs, m_rgflCoordinateFrame ); VectorIRotate( axisvector, m_rgflCoordinateFrame, rotationAxisLs ); AxisAngleQuaternion( rotationAxisLs, degrees, q ); QuaternionMatrix( q, vec3_origin, xform ); ConcatTransforms( m_rgflCoordinateFrame, xform, localToWorldMatrix ); MatrixAngles( localToWorldMatrix, rotatedAngles ); return new SOPAngle(rotatedAngles.x, rotatedAngles.y, rotatedAngles.z); }
//----------------------------------------------------------------------------- // Eye angles //----------------------------------------------------------------------------- const QAngle &CBasePlayer::EyeAngles( ) { // NOTE: Viewangles are measured *relative* to the parent's coordinate system CBaseEntity *pMoveParent = const_cast<CBasePlayer*>(this)->GetMoveParent(); if ( !pMoveParent ) { return pl.v_angle; } // FIXME: Cache off the angles? matrix3x4_t eyesToParent, eyesToWorld; AngleMatrix( pl.v_angle, eyesToParent ); ConcatTransforms( pMoveParent->EntityToWorldTransform(), eyesToParent, eyesToWorld ); static QAngle angEyeWorld; MatrixAngles( eyesToWorld, angEyeWorld ); return angEyeWorld; }
//========================================================= //========================================================= void CAnimating::GetBonePosition ( int iBone, Vector &origin, QAngle &angles ) { CStudioHdr *pStudioHdr = GetModelPtr( ); if (!pStudioHdr) { Assert(!"CBaseAnimating::GetBonePosition: model missing"); return; } if (iBone < 0 || iBone >= pStudioHdr->numbones()) { Assert(!"CBaseAnimating::GetBonePosition: invalid bone index"); return; } matrix3x4_t bonetoworld; GetBoneTransform( iBone, bonetoworld ); MatrixAngles( bonetoworld, angles, origin ); }
//----------------------------------------------------------------------------- // Shared code to compute the vehicle view position //----------------------------------------------------------------------------- void CFourWheelVehiclePhysics::GetVehicleViewPosition( const char *pViewAttachment, float flPitchFactor, Vector *pAbsOrigin, QAngle *pAbsAngles ) { matrix3x4_t vehicleEyePosToWorld; Vector vehicleEyeOrigin; QAngle vehicleEyeAngles; GetAttachment( pViewAttachment, vehicleEyeOrigin, vehicleEyeAngles ); AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld ); #ifdef HL2_DLL // View dampening. if ( r_VehicleViewDampen.GetInt() ) { m_pOuterServerVehicle->GetFourWheelVehicle()->DampenEyePosition( vehicleEyeOrigin, vehicleEyeAngles ); } #endif // Compute the relative rotation between the unperterbed eye attachment + the eye angles matrix3x4_t cameraToWorld; AngleMatrix( *pAbsAngles, cameraToWorld ); matrix3x4_t worldToEyePos; MatrixInvert( vehicleEyePosToWorld, worldToEyePos ); matrix3x4_t vehicleCameraToEyePos; ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos ); // Now perterb the attachment point vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x ); vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z ); AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld ); // Now treat the relative eye angles as being relative to this new, perterbed view position... matrix3x4_t newCameraToWorld; ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld ); // output new view abs angles MatrixAngles( newCameraToWorld, *pAbsAngles ); // UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin ); }
//----------------------------------------------------------------------------- // Updates the relative orientation of the camera when locked //----------------------------------------------------------------------------- void CWeaponIFMSteadyCam::UpdateLockedRelativeOrientation() { CBasePlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; Vector vecDesiredDirection = m_vecOffset; CBaseEntity *pLock = m_hLockTarget.Get(); if ( pLock ) { vecDesiredDirection += pLock->GetAbsOrigin(); } Vector vecAbsOrigin; QAngle angAbsRotation; ComputeAbsCameraTransform( vecAbsOrigin, angAbsRotation ); vecDesiredDirection -= vecAbsOrigin; VectorNormalize( vecDesiredDirection ); matrix3x4_t mat; MatrixFromForwardDirection( vecDesiredDirection, mat ); MatrixAngles( mat, m_angRelativeAngles ); }
//----------------------------------------------------------------------------- // Gets the abs orientation of the camera //----------------------------------------------------------------------------- void CWeaponIFMSteadyCam::ComputeAbsCameraTransform( Vector &vecAbsOrigin, QAngle &angAbsRotation ) { CBaseEntity *pLock = m_bIsLocked ? m_hLockTarget.Get() : NULL; CBasePlayer *pPlayer = GetPlayerOwner(); if ( !pLock || !pPlayer ) { BaseClass::ComputeAbsCameraTransform( vecAbsOrigin, angAbsRotation ); return; } Vector vecDesiredDirection = m_vecOffset; if ( pLock ) { vecDesiredDirection += pLock->GetAbsOrigin(); } BaseClass::ComputeAbsCameraTransform( vecAbsOrigin, angAbsRotation ); vecDesiredDirection -= vecAbsOrigin; VectorNormalize( vecDesiredDirection ); matrix3x4_t mat; MatrixFromForwardDirection( vecDesiredDirection, mat ); MatrixAngles( mat, angAbsRotation ); }
void CRagdollProp::VPhysicsUpdate( IPhysicsObject *pPhysics ) { if ( m_lastUpdateTickCount == (unsigned int)gpGlobals->tickcount ) return; m_lastUpdateTickCount = gpGlobals->tickcount; NetworkStateChanged(); matrix3x4_t boneToWorld[MAXSTUDIOBONES]; QAngle angles; for ( int i = 0; i < m_ragdoll.listCount; i++ ) { RagdollGetBoneMatrix( m_ragdoll, boneToWorld, i ); Vector vNewPos; MatrixAngles( boneToWorld[m_ragdoll.boneIndex[i]], angles, vNewPos ); m_ragPos.Set( i, vNewPos ); m_ragAngles.Set( i, angles ); } m_allAsleep = RagdollIsAsleep( m_ragdoll ); SetAbsOrigin( m_ragPos[0] ); engine->RelinkEntity( pev, true ); }
void CMarineMove::SetupMarineMove( const CBasePlayer *player, CBaseEntity *marine, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { VPROF( "CMarineMove::SetupMarineMove" ); // hm, we need it to be a specific swarm marine here, not a generic entity CASW_Marine *aswmarine = static_cast< CASW_Marine * >(marine); if (aswmarine == NULL) return; // Prepare the usercmd fields move->m_nImpulseCommand = ucmd->impulse; move->m_vecViewAngles = ucmd->viewangles; move->m_vecViewAngles.x = 0; // asw always walking horizontally CBaseEntity *pMoveParent = marine->GetMoveParent(); if (!pMoveParent) { move->m_vecAbsViewAngles = move->m_vecViewAngles; } else { matrix3x4_t viewToParent, viewToWorld; AngleMatrix( move->m_vecViewAngles, viewToParent ); ConcatTransforms( pMoveParent->EntityToWorldTransform(), viewToParent, viewToWorld ); MatrixAngles( viewToWorld, move->m_vecAbsViewAngles ); } move->m_nButtons = ucmd->buttons; // Ingore buttons for movement if at controls if ( marine->GetFlags() & FL_ATCONTROLS ) { move->m_flForwardMove = 0; move->m_flSideMove = 0; move->m_flUpMove = 0; } else { move->m_flForwardMove = ucmd->forwardmove; move->m_flSideMove = ucmd->sidemove; move->m_flUpMove = ucmd->upmove; } // Prepare remaining fields move->m_flClientMaxSpeed = aswmarine->MaxSpeed(); //player->MaxSpeed(); #ifdef CLIENT_DLL //Msg("maxspeed = %f\n", move->m_flClientMaxSpeed); #endif //move->m_nOldButtons = player->m_Local.m_nOldButtons; move->m_nOldButtons = aswmarine->m_nOldButtons; move->m_vecAngles = marine->GetAbsAngles(); //player->pl.v_angle; #ifdef GAME_DLL //Msg("S ucmd %d vel %f %f %f\n", ucmd->command_number, move->m_vecVelocity.x, move->m_vecVelocity.y, move->m_vecVelocity.z); #else //Msg("C ucmd %d vel %f %f %f\n", ucmd->command_number, move->m_vecVelocity.x, move->m_vecVelocity.y, move->m_vecVelocity.z); #endif move->m_vecVelocity = marine->GetAbsVelocity(); move->m_nPlayerHandle = marine;//player; #ifdef GAME_DLL move->SetAbsOrigin( marine->GetAbsOrigin() ); #else move->SetAbsOrigin( marine->GetNetworkOrigin() ); /* C_BaseEntity *pEnt = cl_entitylist->FirstBaseEntity(); while (pEnt) { if (FClassnameIs(pEnt, "class C_DynamicProp")) { Msg("Setting z to %f\n", pEnt->GetAbsOrigin().z + 10); move->m_vecAbsOrigin.z = pEnt->GetAbsOrigin().z + 10; marine->SetNetworkOrigin(pEnt->GetAbsOrigin() + Vector(0,0,10)); break; } pEnt = cl_entitylist->NextBaseEntity( pEnt ); } */ #endif //Msg("Move X velocity set to %f forward move = %f origin = %f\n", // move->m_vecVelocity.x, move->m_flForwardMove, move->m_vecAbsOrigin.x); // Copy constraint information /* if ( player->m_hConstraintEntity.Get() ) move->m_vecConstraintCenter = player->m_hConstraintEntity.Get()->GetAbsOrigin(); else move->m_vecConstraintCenter = player->m_vecConstraintCenter; move->m_flConstraintRadius = player->m_flConstraintRadius; move->m_flConstraintWidth = player->m_flConstraintWidth; move->m_flConstraintSpeedFactor = player->m_flConstraintSpeedFactor; */ }
void CWeaponIFMSteadyCam::UpdateRelativeOrientation() { if ( m_bIsLocked ) return; if ( m_bInDirectMode ) { UpdateDirectRelativeOrientation(); return; } if ( ( m_vecViewOffset.x == 0.0f ) && ( m_vecViewOffset.y == 0.0f ) ) return; // Compute a player to steadycam matrix VMatrix steadyCamToPlayer; MatrixFromAngles( m_angRelativeAngles, steadyCamToPlayer ); MatrixSetColumn( steadyCamToPlayer, 3, m_vecRelativePosition ); Vector vecCurrentForward; MatrixGetColumn( steadyCamToPlayer, 0, &vecCurrentForward ); // Create a ray in steadycam space float flMaxD = 1.0f / tan( M_PI * m_flFOV / 360.0f ); // Remap offsets into normalized space float flViewX = m_vecViewOffset.x / ( 384 / 2 ); float flViewY = m_vecViewOffset.y / ( 288 / 2 ); flViewX *= flMaxD * ifm_steadycam_mousefactor.GetFloat(); flViewY *= flMaxD * ifm_steadycam_mousefactor.GetFloat(); Vector vecSelectionDir( 1.0f, -flViewX, -flViewY ); VectorNormalize( vecSelectionDir ); // Rotate the ray into player coordinates Vector vecDesiredDirection; Vector3DMultiply( steadyCamToPlayer, vecSelectionDir, vecDesiredDirection ); float flDot = DotProduct( vecDesiredDirection, vecCurrentForward ); flDot = clamp( flDot, -1.0f, 1.0f ); float flAngle = 180.0f * acos( flDot ) / M_PI; if ( flAngle < 1e-3 ) { matrix3x4_t mat; MatrixFromForwardDirection( vecDesiredDirection, mat ); MatrixAngles( mat, m_angRelativeAngles ); return; } Vector vecAxis; CrossProduct( vecCurrentForward, vecDesiredDirection, vecAxis ); VectorNormalize( vecAxis ); float flRotateRate = ifm_steadycam_rotaterate.GetFloat(); if ( flRotateRate < 1.0f ) { flRotateRate = 1.0f; } float flRateFactor = flAngle / flRotateRate; flRateFactor *= flRateFactor * flRateFactor; float flRate = flRateFactor * 30.0f; float flMaxAngle = gpGlobals->frametime * flRate; flAngle = clamp( flAngle, 0.0f, flMaxAngle ); Vector vecNewForard; VMatrix rotation; MatrixBuildRotationAboutAxis( rotation, vecAxis, flAngle ); Vector3DMultiply( rotation, vecCurrentForward, vecNewForard ); matrix3x4_t mat; MatrixFromForwardDirection( vecNewForard, mat ); MatrixAngles( mat, m_angRelativeAngles ); Assert( m_angRelativeAngles.IsValid() ); }
void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, 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 ); } } } } } }
void CWeaponGravityGun::EffectUpdate( void ) { Vector start, angles, forward, right; trace_t tr; CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( !pOwner ) return; m_viewModelIndex = pOwner->entindex(); // Make sure I've got a view model CBaseViewModel *vm = pOwner->GetViewModel(); if ( vm ) { m_viewModelIndex = vm->entindex(); } pOwner->EyeVectors( &forward, &right, NULL ); start = pOwner->Weapon_ShootPosition(); Vector end = start + forward * 4096; UTIL_TraceLine( start, end, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); end = tr.endpos; float distance = tr.fraction * 4096; if ( tr.fraction != 1 ) { // too close to the player, drop the object if ( distance < 36 ) { DetachObject(); return; } } if ( m_hObject == NULL && tr.DidHitNonWorldEntity() ) { CBaseEntity *pEntity = tr.m_pEnt; // inform the object what was hit ClearMultiDamage(); pEntity->DispatchTraceAttack( CTakeDamageInfo( pOwner, pOwner, 0, DMG_PHYSGUN ), forward, &tr ); ApplyMultiDamage(); AttachObject( pEntity, start, tr.endpos, distance ); m_lastYaw = pOwner->EyeAngles().y; } // Add the incremental player yaw to the target transform matrix3x4_t curMatrix, incMatrix, nextMatrix; QAngle ang(0.0f, pOwner->EyeAngles().y - m_lastYaw, 0.0f); AngleMatrix( m_gravCallback.m_targetRotation, curMatrix ); AngleMatrix( ang, incMatrix ); ConcatTransforms( incMatrix, curMatrix, nextMatrix ); MatrixAngles( nextMatrix, m_gravCallback.m_targetRotation ); m_lastYaw = pOwner->EyeAngles().y; CBaseEntity *pObject = m_hObject; if ( pObject ) { if ( m_useDown ) { if ( pOwner->m_afButtonPressed & IN_USE ) { m_useDown = false; } } else { if ( pOwner->m_afButtonPressed & IN_USE ) { m_useDown = true; } } if ( m_useDown ) { pOwner->SetPhysicsFlag( PFLAG_DIROVERRIDE, true ); if ( pOwner->m_nButtons & IN_FORWARD ) { m_distance = UTIL_Approach( 1024, m_distance, gpGlobals->frametime * 100 ); } if ( pOwner->m_nButtons & IN_BACK ) { m_distance = UTIL_Approach( 40, m_distance, gpGlobals->frametime * 100 ); } } if ( pOwner->m_nButtons & IN_WEAPON1 ) { m_distance = UTIL_Approach( 1024, m_distance, m_distance * 0.1 ); } if ( pOwner->m_nButtons & IN_WEAPON2 ) { m_distance = UTIL_Approach( 40, m_distance, m_distance * 0.1 ); } // Send the object a physics damage message (0 damage). Some objects interpret this // as something else being in control of their physics temporarily. pObject->TakeDamage( CTakeDamageInfo( this, pOwner, 0, DMG_PHYSGUN ) ); Vector newPosition = start + forward * m_distance; // 24 is a little larger than 16 * sqrt(2) (extent of player bbox) // HACKHACK: We do this so we can "ignore" the player and the object we're manipulating // If we had a filter for tracelines, we could simply filter both ents and start from "start" Vector awayfromPlayer = start + forward * 24; UTIL_TraceLine( start, awayfromPlayer, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction == 1 ) { UTIL_TraceLine( awayfromPlayer, newPosition, MASK_SOLID, pObject, COLLISION_GROUP_NONE, &tr ); Vector dir = tr.endpos - newPosition; float distance = VectorNormalize(dir); float maxDist = m_gravCallback.m_maxVel * gpGlobals->frametime; if ( distance > maxDist ) { newPosition += dir * maxDist; } else { newPosition = tr.endpos; } } else { newPosition = tr.endpos; } CreatePelletAttraction( phys_gunglueradius.GetFloat(), pObject ); // If I'm looking more than 20 degrees away from the glue point, then give up // This lets the player "gesture" for the glue to let go. Vector pelletDir = m_gravCallback.m_worldPosition - start; VectorNormalize(pelletDir); if ( DotProduct( pelletDir, forward ) < 0.939 ) // 0.939 ~= cos(20deg) { // lose attach for 2 seconds if you're too far away m_glueTime = gpGlobals->curtime + 1; } if ( m_pelletHeld >= 0 && gpGlobals->curtime > m_glueTime ) { CGravityPellet *pPelletAttract = m_activePellets[m_pelletAttract].pellet; g_pEffects->Sparks( pPelletAttract->GetAbsOrigin() ); } m_gravCallback.SetTargetPosition( newPosition ); Vector dir = (newPosition - pObject->GetLocalOrigin()); m_movementLength = dir.Length(); } else { m_gravCallback.SetTargetPosition( end ); } if ( m_pelletHeld >= 0 && gpGlobals->curtime > m_glueTime ) { Vector worldNormal, worldPos; GetPelletWorldCoords( m_pelletAttract, &worldPos, &worldNormal ); m_gravCallback.SetAutoAlign( m_activePellets[m_pelletHeld].localNormal, m_activePellets[m_pelletHeld].pellet->GetLocalOrigin(), worldNormal, worldPos ); } else { m_gravCallback.ClearAutoAlign(); } }
//----------------------------------------------------------------------------- // Purpose: Prepares for running movement // Input : *player - // *ucmd - // *pHelper - // *move - // time - //----------------------------------------------------------------------------- void CPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { VPROF( "CPlayerMove::SetupMove" ); // Allow sound, etc. to be created by movement code move->m_bFirstRunOfFunctions = true; move->m_bGameCodeMovedPlayer = false; if ( player->GetPreviouslyPredictedOrigin() != player->GetAbsOrigin() ) { move->m_bGameCodeMovedPlayer = true; } // Prepare the usercmd fields move->m_nImpulseCommand = ucmd->impulse; move->m_vecViewAngles = ucmd->viewangles; CBaseEntity *pMoveParent = player->GetMoveParent(); if (!pMoveParent) { move->m_vecAbsViewAngles = move->m_vecViewAngles; } else { matrix3x4_t viewToParent, viewToWorld; AngleMatrix( move->m_vecViewAngles, viewToParent ); ConcatTransforms( pMoveParent->EntityToWorldTransform(), viewToParent, viewToWorld ); MatrixAngles( viewToWorld, move->m_vecAbsViewAngles ); } move->m_nButtons = ucmd->buttons; // Ingore buttons for movement if at controls if ( player->GetFlags() & FL_ATCONTROLS ) { move->m_flForwardMove = 0; move->m_flSideMove = 0; move->m_flUpMove = 0; } else { move->m_flForwardMove = ucmd->forwardmove; move->m_flSideMove = ucmd->sidemove; move->m_flUpMove = ucmd->upmove; } // Prepare remaining fields move->m_flClientMaxSpeed = player->m_flMaxspeed; move->m_nOldButtons = player->m_Local.m_nOldButtons; move->m_vecAngles = player->pl.v_angle; move->m_vecVelocity = player->GetAbsVelocity(); move->m_nPlayerHandle = player; move->SetAbsOrigin( player->GetAbsOrigin() ); // Copy constraint information if ( player->m_hConstraintEntity.Get() ) move->m_vecConstraintCenter = player->m_hConstraintEntity.Get()->GetAbsOrigin(); else move->m_vecConstraintCenter = player->m_vecConstraintCenter; move->m_flConstraintRadius = player->m_flConstraintRadius; move->m_flConstraintWidth = player->m_flConstraintWidth; move->m_flConstraintSpeedFactor = player->m_flConstraintSpeedFactor; }
//----------------------------------------------------------------------------- // Purpose: Vehicle dampening shared between server and client //----------------------------------------------------------------------------- void SharedVehicleViewSmoothing(CBasePlayer *pPlayer, Vector *pAbsOrigin, QAngle *pAbsAngles, bool bEnterAnimOn, bool bExitAnimOn, const Vector &vecEyeExitEndpoint, ViewSmoothingData_t *pData, float *pFOV ) { int eyeAttachmentIndex = pData->pVehicle->LookupAttachment( "vehicle_driver_eyes" ); matrix3x4_t vehicleEyePosToWorld; Vector vehicleEyeOrigin; QAngle vehicleEyeAngles; pData->pVehicle->GetAttachment( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles ); AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld ); // Dampen the eye positional change as we drive around. *pAbsAngles = pPlayer->EyeAngles(); if ( r_VehicleViewDampen.GetInt() && pData->bDampenEyePosition ) { CPropVehicleDriveable *pDriveable = assert_cast<CPropVehicleDriveable*>(pData->pVehicle); pDriveable->DampenEyePosition( vehicleEyeOrigin, vehicleEyeAngles ); } // Started running an entry or exit anim? bool bRunningAnim = ( bEnterAnimOn || bExitAnimOn ); if ( bRunningAnim && !pData->bWasRunningAnim ) { pData->bRunningEnterExit = true; pData->flEnterExitStartTime = gpGlobals->curtime; pData->flEnterExitDuration = pData->pVehicle->SequenceDuration( pData->pVehicle->GetSequence() ); #ifdef CLIENT_DLL pData->vecOriginSaved = PrevMainViewOrigin(); pData->vecAnglesSaved = PrevMainViewAngles(); #endif // Save our initial angular error, which we will blend out over the length of the animation. pData->vecAngleDiffSaved.x = AngleDiff( vehicleEyeAngles.x, pData->vecAnglesSaved.x ); pData->vecAngleDiffSaved.y = AngleDiff( vehicleEyeAngles.y, pData->vecAnglesSaved.y ); pData->vecAngleDiffSaved.z = AngleDiff( vehicleEyeAngles.z, pData->vecAnglesSaved.z ); pData->vecAngleDiffMin = pData->vecAngleDiffSaved; } pData->bWasRunningAnim = bRunningAnim; float frac = 0; float flFracFOV = 0; // If we're in an enter/exit animation, blend the player's eye angles to the attachment's if ( bRunningAnim || pData->bRunningEnterExit ) { *pAbsAngles = vehicleEyeAngles; // Forward integrate to determine the elapsed time in this entry/exit anim. frac = ( gpGlobals->curtime - pData->flEnterExitStartTime ) / pData->flEnterExitDuration; frac = clamp( frac, 0.0f, 1.0f ); flFracFOV = ( gpGlobals->curtime - pData->flEnterExitStartTime ) / ( pData->flEnterExitDuration * 0.85f ); flFracFOV = clamp( flFracFOV, 0.0f, 1.0f ); //Msg("Frac: %f\n", frac ); if ( frac < 1.0 ) { // Blend to the desired vehicle eye origin //Vector vecToView = (vehicleEyeOrigin - PrevMainViewOrigin()); //vehicleEyeOrigin = PrevMainViewOrigin() + (vecToView * SimpleSpline(frac)); //debugoverlay->AddBoxOverlay( vehicleEyeOrigin, -Vector(1,1,1), Vector(1,1,1), vec3_angle, 0,255,255, 64, 10 ); } else { pData->bRunningEnterExit = false; // Enter animation has finished, align view with the eye attachment point // so they can start mouselooking around. #if !defined ( HL2MP_DEV_DLL ) && !defined ( HL2MP_DEV_VEHICLE_FIX ) if ( !bExitAnimOn ) { Vector localEyeOrigin; QAngle localEyeAngles; pData->pVehicle->GetAttachmentLocal( eyeAttachmentIndex, localEyeOrigin, localEyeAngles ); #ifdef CLIENT_DLL engine->SetViewAngles( localEyeAngles ); #endif } #else #ifdef CLIENT_DLL pPlayer = C_BasePlayer::GetLocalPlayer(); #endif if ( pPlayer ) { if ( !bExitAnimOn ) { Vector localEyeOrigin; QAngle localEyeAngles; pData->pVehicle->GetAttachmentLocal( eyeAttachmentIndex, localEyeOrigin, localEyeAngles ); #ifdef CLIENT_DLL engine->SetViewAngles( localEyeAngles ); #endif } } #endif } } // Compute the relative rotation between the unperturbed eye attachment + the eye angles matrix3x4_t cameraToWorld; AngleMatrix( *pAbsAngles, cameraToWorld ); matrix3x4_t worldToEyePos; MatrixInvert( vehicleEyePosToWorld, worldToEyePos ); matrix3x4_t vehicleCameraToEyePos; ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos ); // Damp out some of the vehicle motion (neck/head would do this) if ( pData->bClampEyeAngles ) { RemapViewAngles( pData, vehicleEyeAngles ); } AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld ); // Now treat the relative eye angles as being relative to this new, perturbed view position... matrix3x4_t newCameraToWorld; ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld ); // output new view abs angles MatrixAngles( newCameraToWorld, *pAbsAngles ); // UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin ); float flDefaultFOV; #ifdef CLIENT_DLL flDefaultFOV = default_fov.GetFloat(); #else flDefaultFOV = pPlayer->GetDefaultFOV(); #endif // If we're playing an entry or exit animation... if ( bRunningAnim || pData->bRunningEnterExit ) { float flSplineFrac = clamp( SimpleSpline( frac ), 0.f, 1.f ); // Blend out the error between the player's initial eye angles and the animation's initial // eye angles over the duration of the animation. QAngle vecAngleDiffBlend = ( ( 1 - flSplineFrac ) * pData->vecAngleDiffSaved ); // If our current error is less than the error amount that we're blending // out, use that. This lets the angles converge as quickly as possible. QAngle vecAngleDiffCur; vecAngleDiffCur.x = AngleDiff( vehicleEyeAngles.x, pData->vecAnglesSaved.x ); vecAngleDiffCur.y = AngleDiff( vehicleEyeAngles.y, pData->vecAnglesSaved.y ); vecAngleDiffCur.z = AngleDiff( vehicleEyeAngles.z, pData->vecAnglesSaved.z ); // In either case, never increase the error, so track the minimum error and clamp to that. for (int i = 0; i < 3; i++) { if ( fabs(vecAngleDiffCur[i] ) < fabs( pData->vecAngleDiffMin[i] ) ) { pData->vecAngleDiffMin[i] = vecAngleDiffCur[i]; } if ( fabs(vecAngleDiffBlend[i] ) < fabs( pData->vecAngleDiffMin[i] ) ) { pData->vecAngleDiffMin[i] = vecAngleDiffBlend[i]; } } // Add the error to the animation's eye angles. *pAbsAngles -= pData->vecAngleDiffMin; // Use this as the basis for the next error calculation. pData->vecAnglesSaved = *pAbsAngles; //if ( gpGlobals->frametime ) //{ // Msg("Angle : %.2f %.2f %.2f\n", target.x, target.y, target.z ); //} //Msg("Prev: %.2f %.2f %.2f\n", pData->vecAnglesSaved.x, pData->vecAnglesSaved.y, pData->vecAnglesSaved.z ); Vector vecAbsOrigin = *pAbsOrigin; // If we're exiting, our desired position is the server-sent exit position if ( bExitAnimOn ) { //debugoverlay->AddBoxOverlay( vecEyeExitEndpoint, -Vector(1,1,1), Vector(1,1,1), vec3_angle, 255,255,255, 64, 10 ); // Blend to the exit position *pAbsOrigin = Lerp( flSplineFrac, vecAbsOrigin, vecEyeExitEndpoint ); if ( pFOV != NULL ) { if ( pData->flFOV > flDefaultFOV ) { *pFOV = Lerp( flFracFOV, pData->flFOV, flDefaultFOV ); } } } else { // Blend from our starting position to the desired origin *pAbsOrigin = Lerp( flSplineFrac, pData->vecOriginSaved, vecAbsOrigin ); if ( pFOV != NULL ) { if ( pData->flFOV > flDefaultFOV ) { *pFOV = Lerp( flFracFOV, flDefaultFOV, pData->flFOV ); } } } } else if ( pFOV != NULL ) { if ( pData->flFOV > flDefaultFOV ) { // Not running an entry/exit anim. Just use the vehicle's FOV. *pFOV = pData->flFOV; } } }
//----------------------------------------------------------------------------- // Purpose: this function will attempt to remap a key's value // Input : pszKey - the name of the key // pszInvalue - the original value // AllowNameRemapping - only do name remapping if this parameter is true. // this is generally only false on the instance level. // Output : returns true if the value changed // pszOutValue - the new value if changed //----------------------------------------------------------------------------- bool GameData::RemapKeyValue( const char *pszKey, const char *pszInValue, char *pszOutValue, TNameFixup NameFixup ) { if ( RemapOperation.Count() == 0 ) { RemapOperation.SetLessFunc( &CUtlType_LessThan ); RemapOperation.Insert( ivAngle, REMAP_ANGLE ); RemapOperation.Insert( ivTargetDest, REMAP_NAME ); RemapOperation.Insert( ivTargetSrc, REMAP_NAME ); RemapOperation.Insert( ivOrigin, REMAP_POSITION ); RemapOperation.Insert( ivAxis, REMAP_ANGLE ); RemapOperation.Insert( ivAngleNegativePitch, REMAP_ANGLE_NEGATIVE_PITCH ); } if ( !m_InstanceClass ) { return false; } GDinputvariable *KVVar = m_InstanceClass->VarForName( pszKey ); if ( !KVVar ) { return false; } GDIV_TYPE KVType = KVVar->GetType(); int KVRemapIndex = RemapOperation.Find( KVType ); if ( KVRemapIndex == RemapOperation.InvalidIndex() ) { return false; } strcpy( pszOutValue, pszInValue ); switch( RemapOperation[ KVRemapIndex ] ) { case REMAP_NAME: if ( KVType != ivInstanceVariable ) { RemapNameField( pszInValue, pszOutValue, NameFixup ); } break; case REMAP_POSITION: { Vector inPoint( 0.0f, 0.0f, 0.0f ), outPoint; sscanf ( pszInValue, "%f %f %f", &inPoint.x, &inPoint.y, &inPoint.z ); VectorTransform( inPoint, m_InstanceMat, outPoint ); sprintf( pszOutValue, "%g %g %g", outPoint.x, outPoint.y, outPoint.z ); } break; case REMAP_ANGLE: if ( m_InstanceAngle.x != 0.0f || m_InstanceAngle.y != 0.0f || m_InstanceAngle.z != 0.0f ) { QAngle inAngles( 0.0f, 0.0f, 0.0f ), outAngles; matrix3x4_t angToWorld, localMatrix; sscanf ( pszInValue, "%f %f %f", &inAngles.x, &inAngles.y, &inAngles.z ); AngleMatrix( inAngles, angToWorld ); MatrixMultiply( m_InstanceMat, angToWorld, localMatrix ); MatrixAngles( localMatrix, outAngles ); sprintf( pszOutValue, "%g %g %g", outAngles.x, outAngles.y, outAngles.z ); } break; case REMAP_ANGLE_NEGATIVE_PITCH: if ( m_InstanceAngle.x != 0.0f || m_InstanceAngle.y != 0.0f || m_InstanceAngle.z != 0.0f ) { QAngle inAngles( 0.0f, 0.0f, 0.0f ), outAngles; matrix3x4_t angToWorld, localMatrix; sscanf ( pszInValue, "%f", &inAngles.x ); // just the pitch inAngles.x = -inAngles.x; AngleMatrix( inAngles, angToWorld ); MatrixMultiply( m_InstanceMat, angToWorld, localMatrix ); MatrixAngles( localMatrix, outAngles ); sprintf( pszOutValue, "%g", -outAngles.x ); // just the pitch } break; } return ( strcmpi( pszInValue, pszOutValue ) != 0 ); }
//----------------------------------------------------------------------------- // Purpose: Tesla effect //----------------------------------------------------------------------------- void C_EntityDissolve::BuildTeslaEffect( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld, bool bRandom, float flYawOffset ) { Vector vecOrigin; QAngle vecAngles; MatrixGetColumn( hitboxToWorld, 3, vecOrigin ); MatrixAngles( hitboxToWorld, vecAngles.Base() ); C_BaseEntity *pEntity = GetMoveParent(); // Make a couple of tries at it int iTries = -1; Vector vecForward; trace_t tr; do { iTries++; // Some beams are deliberatly aimed around the point, the rest are random. if ( !bRandom ) { QAngle vecTemp = vecAngles; vecTemp[YAW] += flYawOffset; AngleVectors( vecTemp, &vecForward ); // Randomly angle it up or down vecForward.z = RandomFloat( -1, 1 ); } else { vecForward = RandomVector( -1, 1 ); } UTIL_TraceLine( vecOrigin, vecOrigin + (vecForward * 192), MASK_SHOT, pEntity, COLLISION_GROUP_NONE, &tr ); } while ( tr.fraction >= 1.0 && iTries < 3 ); Vector vecEnd = tr.endpos - (vecForward * 8); // Only spark & glow if we hit something if ( tr.fraction < 1.0 ) { if ( !EffectOccluded( tr.endpos ) ) { // Move it towards the camera Vector vecFlash = tr.endpos; Vector vecForward; AngleVectors( MainViewAngles(), &vecForward ); vecFlash -= (vecForward * 8); g_pEffects->EnergySplash( vecFlash, -vecForward, false ); // End glow CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "dust" ); pSimple->SetSortOrigin( vecFlash ); SimpleParticle *pParticle; pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pSimple->GetPMaterial( "effects/tesla_glow_noz" ), vecFlash ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = RandomFloat( 0.5, 1 ); pParticle->m_vecVelocity = vec3_origin; Vector color( 1,1,1 ); float colorRamp = RandomFloat( 0.75f, 1.25f ); pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f; pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f; pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f; pParticle->m_uchStartSize = RandomFloat( 6,13 ); pParticle->m_uchEndSize = pParticle->m_uchStartSize - 2; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 10; pParticle->m_flRoll = RandomFloat( 0,360 ); pParticle->m_flRollDelta = 0; } } } // Build the tesla FX_BuildTesla( pEntity, vecOrigin, tr.endpos ); }
bool _ComputeRagdollBones( const ragdoll_t *pRagdoll, matrix3x4_t &parentTransform, matrix3x4_t *pBones, Vector *pPositions, QAngle *pAngles ) { matrix3x4_t inverted, output; #ifdef _DEBUG CBitVec<MAXSTUDIOBONES> vBonesComputed; vBonesComputed.ClearAll(); #endif for ( int i = 0; i < pRagdoll->listCount; ++i ) { const ragdollelement_t& element = pRagdoll->list[ i ]; // during restore if a model has changed since the file was saved, this could be NULL if ( !element.pObject ) return false; int const boneIndex = pRagdoll->boneIndex[ i ]; if ( boneIndex < 0 ) { AssertMsg( 0, "Replay: No mapping for ragdoll bone\n" ); return false; } // Get global transform and put it into the bone cache element.pObject->GetPositionMatrix( &pBones[ boneIndex ] ); // Ensure a fixed translation from the parent (no stretching) if ( element.parentIndex >= 0 && !pRagdoll->allowStretch ) { int parentIndex = pRagdoll->boneIndex[ element.parentIndex ]; #ifdef _DEBUG // Make sure we computed the parent already Assert( vBonesComputed.IsBitSet(parentIndex) ); #endif // overwrite the position from physics to force rigid attachment // NOTE: On the client we actually override this with the proper parent bone in each LOD Vector out; VectorTransform( element.originParentSpace, pBones[ parentIndex ], out ); MatrixSetColumn( out, 3, pBones[ boneIndex ] ); MatrixInvert( pBones[ parentIndex ], inverted ); } else if ( element.parentIndex == - 1 ) { // Decompose into parent space MatrixInvert( parentTransform, inverted ); } #ifdef _DEBUG vBonesComputed.Set( boneIndex, true ); #endif // Compute local transform and put into 'output' ConcatTransforms( inverted, pBones[ boneIndex ], output ); // Cache as Euler/position MatrixAngles( output, pAngles[ i ], pPositions[ i ] ); } return true; }