CRagdollExplosionEnumerator::~CRagdollExplosionEnumerator()
{
	for (int i = 0; i < m_Entities.Count(); i++ )
	{
		C_BaseEntity *pEnt = m_Entities[i];
		C_BaseAnimating *pModel = static_cast< C_BaseAnimating * >( pEnt );

		Vector	position = pEnt->CollisionProp()->GetCollisionOrigin();

		Vector	dir		= position - m_vecOrigin;
		float	dist	= VectorNormalize( dir );
		float	force	= m_flMagnitude - ( ( m_flMagnitude / m_flRadius ) * dist );

		if ( force <= 1.0f )
			continue;

		trace_t	tr;
		UTIL_TraceLine( m_vecOrigin, position, MASK_SHOT_HULL, NULL, COLLISION_GROUP_NONE, &tr );

		// debugoverlay->AddLineOverlay( m_vecOrigin, position, 0,255,0, true, 18.0 );

		if ( tr.fraction < 1.0f && tr.m_pEnt != pModel )
			continue;	

		dir *= force; // scale force

		// tricky, adjust tr.start so end-start->= force
		tr.startpos = tr.endpos - dir;
		// move expolsion center a bit down, so things fly higher 
		tr.startpos.z -= 32.0f;

		pModel->ImpactTrace( &tr, DMG_BLAST, NULL );
	}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input  : fTimeDelta -
//-----------------------------------------------------------------------------
void C_EntityParticleTrail::Update( float fTimeDelta )
{
    float tempDelta = fTimeDelta;
    studiohdr_t *pStudioHdr;
    mstudiohitboxset_t *set;
    matrix3x4_t	*hitboxbones[MAXSTUDIOBONES];

    C_BaseEntity *pMoveParent = GetMoveParent();
    if ( !pMoveParent )
        return;

    C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
    if (!pAnimating)
        goto trailNoHitboxes;

    if ( !pAnimating->HitboxToWorldTransforms( hitboxbones ) )
        goto trailNoHitboxes;

    pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
    if (!pStudioHdr)
        goto trailNoHitboxes;

    set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
    if ( !set )
        goto trailNoHitboxes;

    //Add new particles
    while ( m_teParticleSpawn.NextEvent( tempDelta ) )
    {
        int nHitbox = random->RandomInt( 0, set->numhitboxes - 1 );
        mstudiobbox_t *pBox = set->pHitbox(nHitbox);

        AddParticle( tempDelta, pBox->bbmin, pBox->bbmax, *hitboxbones[pBox->bone] );
    }
    return;

trailNoHitboxes:
    while ( m_teParticleSpawn.NextEvent( tempDelta ) )
    {
        AddParticle( tempDelta, pMoveParent->CollisionProp()->OBBMins(), pMoveParent->CollisionProp()->OBBMaxs(), pMoveParent->EntityToWorldTransform() );
    }
}
示例#3
0
文件: physics.cpp 项目: Yosam02/game
void CPhysicsSystem::PhysicsSimulate()
{
	VPROF_BUDGET( "CPhysicsSystem::PhysicsSimulate", VPROF_BUDGETGROUP_PHYSICS );
	float frametime = gpGlobals->frametime;

	if ( physenv )
	{
		tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s %d", __FUNCTION__, physenv->GetActiveObjectCount() );

		g_Collisions.BufferTouchEvents( true );
#ifdef _DEBUG
		physenv->DebugCheckContacts();
#endif
		physenv->Simulate( frametime * cl_phys_timescale.GetFloat() );

		int activeCount = physenv->GetActiveObjectCount();
		IPhysicsObject **pActiveList = NULL;
		if ( activeCount )
		{
			pActiveList = (IPhysicsObject **)stackalloc( sizeof(IPhysicsObject *)*activeCount );
			physenv->GetActiveObjects( pActiveList );

			for ( int i = 0; i < activeCount; i++ )
			{
				C_BaseEntity *pEntity = reinterpret_cast<C_BaseEntity *>(pActiveList[i]->GetGameData());
				if ( pEntity )
				{
					if ( pEntity->CollisionProp()->DoesVPhysicsInvalidateSurroundingBox() )
					{
						pEntity->CollisionProp()->MarkSurroundingBoundsDirty();
					}
					pEntity->VPhysicsUpdate( pActiveList[i] );
				}
			}
		}
		
		g_Collisions.BufferTouchEvents( false );
		g_Collisions.FrameUpdate();
	}
	physicssound::PlayImpactSounds( m_impactSounds );
}
//-----------------------------------------------------------------------------
// Purpose: Create the matrix by which we'll transform the particle's local 
//			space into world space, via the attachment's transform
//-----------------------------------------------------------------------------
void CLocalSpaceEmitter::SetupTransformMatrix( void )
{
	IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( m_hEntity );
	if ( pRenderable )
	{
		matrix3x4_t mat;
		if ( pRenderable->GetAttachment( m_nAttachment, mat ) == false )
		{
			// This attachment is bogus!
			Assert(0);
		}
	
		// Tell the particle effect so it knows
		Vector origin;
		MatrixGetColumn( mat, 3, origin );
		m_ParticleEffect.SetLocalSpaceTransform( mat );
		SetSortOrigin( origin );

		C_BaseEntity *pEnt = pRenderable->GetIClientUnknown()->GetBaseEntity();
		if ( pEnt )
		{
			Vector vWorldMins, vWorldMaxs;
			float scale = pEnt->CollisionProp()->BoundingRadius();
			vWorldMins[0] = origin[0] - scale;
			vWorldMins[1] = origin[1] - scale;
			vWorldMins[2] = origin[2] - scale;
			vWorldMaxs[0] = origin[0] + scale;
			vWorldMaxs[1] = origin[1] + scale;
			vWorldMaxs[2] = origin[2] + scale;
			GetBinding().SetBBox( vWorldMins, vWorldMaxs, true );
		}
	}

	// We preapply the local transform because we need to squash it for viewmodel FOV.
	m_ParticleEffect.SetAutoApplyLocalTransform( false );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_FuncPhysicsRespawnZone::RespawnProps( void )
{
	for ( int i = 0; i < m_PropList.Count(); i++ )
	{
		if ( m_PropList[i].hClientEntity == INVALID_CLIENTENTITY_HANDLE )
		{
			if ( !CanMovePropAt( m_PropList[i].vecOrigin, -Vector(32,32,32), Vector(32,32,32) ) )
				continue;

			// This is a crappy way to do this
			C_PhysPropClientside *pEntity = C_PhysPropClientside::CreateNew();
			if ( pEntity )
			{
				pEntity->m_spawnflags = m_PropList[i].iSpawnFlags;
				pEntity->SetModelName( m_PropList[i].iszModelName );
				pEntity->SetAbsOrigin( m_PropList[i].vecOrigin );
				pEntity->SetAbsAngles( m_PropList[i].vecAngles );
				pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
				pEntity->m_nSkin = m_PropList[i].iSkin;
				pEntity->m_iHealth = m_PropList[i].iHealth;
				if ( pEntity->m_iHealth == 0 )
				{
					pEntity->m_takedamage = DAMAGE_NO;
				}

				if ( !pEntity->Initialize() )
				{
					pEntity->Release();
				}
				else
				{
					pEntity->SetRespawnZone( this );
					m_PropList[i].hClientEntity = pEntity->GetClientHandle();
				}
			}
		}
		else
		{
			// If the prop has moved, bring it back
			C_BaseEntity *pEntity = ClientEntityList().GetBaseEntityFromHandle( m_PropList[i].hClientEntity );
			if ( pEntity )
			{
				if ( !CollisionProp()->IsPointInBounds( pEntity->WorldSpaceCenter() ) )
				{
					Vector vecMins, vecMaxs;
					pEntity->CollisionProp()->WorldSpaceSurroundingBounds( &vecMins, &vecMaxs );
					if ( !CanMovePropAt( m_PropList[i].vecOrigin, vecMins, vecMaxs ) || 
						 !CanMovePropAt( pEntity->GetAbsOrigin(), vecMins, vecMaxs ) )
						continue;

					pEntity->SetAbsOrigin( m_PropList[i].vecOrigin );
					pEntity->SetAbsAngles( m_PropList[i].vecAngles );

					IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
					if ( pPhys )
					{
						pPhys->SetPosition( pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), true );
					}
				}
			}
		}
	}
}
示例#6
0
void FX_ThumperDust( const CEffectData &data )
{
	Vector vecDustColor;
	vecDustColor.x = 0.85f;
	vecDustColor.y = 0.75f;
	vecDustColor.z = 0.52f;

	CSmartPtr<ThumperDustEmitter> pSimple = ThumperDustEmitter::Create( "thumperdust" );

	C_BaseEntity *pEnt = C_BaseEntity::Instance( data.m_hEntity );
	if ( pEnt )
	{
		Vector vWorldMins, vWorldMaxs;
		float scale = pEnt->CollisionProp()->BoundingRadius();
		vWorldMins[0] = data.m_vOrigin[0] - scale;
		vWorldMins[1] = data.m_vOrigin[1] - scale;
		vWorldMins[2] = data.m_vOrigin[2] - scale;
		vWorldMaxs[0] = data.m_vOrigin[0] + scale;
		vWorldMaxs[1] = data.m_vOrigin[1] + scale;
		vWorldMaxs[2] = data.m_vOrigin[2] + scale;
		pSimple->GetBinding().SetBBox( vWorldMins, vWorldMaxs, true );
	}

	pSimple->SetSortOrigin( data.m_vOrigin );
	pSimple->SetNearClip( 32, 64 );

	SimpleParticle	*pParticle = NULL;

	Vector	offset;

	//int	numPuffs = IsXbox() ? THUMPER_MAX_PARTICLES/2 : THUMPER_MAX_PARTICLES;
	int	numPuffs = THUMPER_MAX_PARTICLES;

	float flYaw = 0;
	float flIncr = (2*M_PI) / (float) numPuffs; // Radians
	Vector forward;
	Vector vecColor;
	int i = 0;

	float flScale = min( data.m_flScale, 255 );

	// Setup the color for these particles
	engine->ComputeLighting( data.m_vOrigin, NULL, true, vecColor );
	VectorLerp( vecColor, vecDustColor, 0.5, vecColor );
	vecColor *= 255;

	for ( i = 0; i < numPuffs; i++ )
	{
		flYaw += flIncr;
		SinCos( flYaw, &forward.y, &forward.x );	
		forward.z = 0.0f;

		offset = ( RandomVector( -4.0f, 4.0f ) + data.m_vOrigin ) + ( forward * 128.0f );

		pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof(SimpleParticle), g_Mat_DustPuff[random->RandomInt(0,1)], offset );
		if ( pParticle != NULL )
		{	
			pParticle->m_flLifetime		= 0.0f;
			pParticle->m_flDieTime		= 1.5f;
	
			Vector dir = (offset - data.m_vOrigin);
			float length = dir.Length();
			VectorNormalize( dir );

			pParticle->m_vecVelocity	= dir * ( length * 2.0f );
			pParticle->m_vecVelocity[2]	= data.m_flScale / 3;

			pParticle->m_uchColor[0]	= vecColor[0];
			pParticle->m_uchColor[1]	= vecColor[1];
			pParticle->m_uchColor[2]	= vecColor[2];

			pParticle->m_uchStartAlpha	= random->RandomInt( 64, 96 );
			pParticle->m_uchEndAlpha	= 0;

			pParticle->m_uchStartSize	= flScale * 0.25f;
			pParticle->m_uchEndSize		= flScale * 0.5f;

			pParticle->m_flRoll			= random->RandomInt( 0, 360 );
			pParticle->m_flRollDelta	= random->RandomFloat( -6.0f, 6.0f );
		}
	}
}
示例#7
0
void CPhysicsSystem::PhysicsSimulate()
{
	CMiniProfilerGuard mpg(&g_mp_PhysicsSimulate);
	VPROF_BUDGET( "CPhysicsSystem::PhysicsSimulate", VPROF_BUDGETGROUP_PHYSICS );
	float frametime = gpGlobals->frametime;

	if ( physenv )
	{
		g_Collisions.BufferTouchEvents( true );
#ifdef _DEBUG
		physenv->DebugCheckContacts();
#endif
		frametime *= cl_phys_timescale.GetFloat();

		int maxTicks = cl_phys_maxticks.GetInt();
		if ( maxTicks )
		{
			float maxFrameTime = physenv->GetDeltaFrameTime( maxTicks ) - 1e-4f;
			frametime = clamp( frametime, 0, maxFrameTime );
		}

		physenv->Simulate( frametime );

		int activeCount = physenv->GetActiveObjectCount();
		g_mp_active_object_count.Add(activeCount);
		IPhysicsObject **pActiveList = NULL;
		if ( activeCount )
		{
			PHYS_PROFILE(aUpdateActiveObjects)
			pActiveList = (IPhysicsObject **)stackalloc( sizeof(IPhysicsObject *)*activeCount );
			physenv->GetActiveObjects( pActiveList );

			for ( int i = 0; i < activeCount; i++ )
			{
				C_BaseEntity *pEntity = reinterpret_cast<C_BaseEntity *>(pActiveList[i]->GetGameData());
				if ( pEntity )
				{
					//const CCollisionProperty *collProp = pEntity->CollisionProp();
					//debugoverlay->AddBoxOverlay( collProp->GetCollisionOrigin(), collProp->OBBMins(), collProp->OBBMaxs(), collProp->GetCollisionAngles(), 190, 190, 0, 0, 0.01 );

					if ( pEntity->CollisionProp()->DoesVPhysicsInvalidateSurroundingBox() )
					{
						pEntity->CollisionProp()->MarkSurroundingBoundsDirty();
					}
					pEntity->VPhysicsUpdate( pActiveList[i] );
					IPhysicsShadowController *pShadow = pActiveList[i]->GetShadowController();
					if ( pShadow )
					{
						// active shadow object, check for error
						Vector pos, targetPos;
						QAngle rot, targetAngles;
						pShadow->GetTargetPosition( &targetPos, &targetAngles );
						pActiveList[i]->GetPosition( &pos, &rot );
						Vector delta = targetPos - pos;
						float dist = VectorNormalize(delta);
						bool bBlocked = false;
						if ( dist > cl_phys_block_dist.GetFloat() )
						{
							Vector vel;
							pActiveList[i]->GetImplicitVelocity( &vel, NULL );
							float proj = DotProduct(vel, delta);
							if ( proj < dist * cl_phys_block_fraction.GetFloat() )
							{
								bBlocked = true;
								//Msg("%s was blocked %.3f (%.3f proj)!\n", pEntity->GetClassname(), dist, proj );
							}
						}
						Vector targetAxis;
						float deltaTargetAngle;
						RotationDeltaAxisAngle( rot, targetAngles, targetAxis, deltaTargetAngle );
						if ( fabsf(deltaTargetAngle) > 0.5f )
						{
							AngularImpulse angVel;
							pActiveList[i]->GetImplicitVelocity( NULL, &angVel );
							float proj = DotProduct( angVel, targetAxis ) * Sign(deltaTargetAngle);
							if ( proj < (fabsf(deltaTargetAngle) * cl_phys_block_fraction.GetFloat()) )
							{
								bBlocked = true;
								//Msg("%s was rot blocked %.3f proj %.3f!\n", pEntity->GetClassname(), deltaTargetAngle, proj );
							}
						}
					
						if ( bBlocked )
						{
							C_BaseEntity *pBlocker = FindPhysicsBlocker( pActiveList[i] );
							if ( pBlocker )
							{
								if ( IsBlockedShouldDisableCollisions( pEntity ) )
								{
									PhysDisableEntityCollisions( pEntity, pBlocker );
									pActiveList[i]->RecheckContactPoints();
									// GetClassname returns a pointer to the same buffer always!
									//Msg("%s blocked !", pEntity->GetClassname() ); Msg("by %s\n", pBlocker->GetClassname() );
								}
							}
						}
					}
				}
			}
		}

#if 0
		if ( cl_visualize_physics_shadows.GetBool() )
		{
			int entityCount = NUM_ENT_ENTRIES;
			for ( int i = 0; i < entityCount; i++ )
			{
				IClientEntity *pClientEnt = cl_entitylist->GetClientEntity(i);
				if ( !pClientEnt )
					continue;
				C_BaseEntity *pEntity = pClientEnt->GetBaseEntity();
				if ( !pEntity )
					continue;

				Vector pos;
				QAngle angle;
				IPhysicsObject *pObj = pEntity->VPhysicsGetObject();
				if ( !pObj || !pObj->GetShadowController() )
					continue;

				pObj->GetShadowPosition( &pos, &angle );
				debugoverlay->AddBoxOverlay( pos, pEntity->CollisionProp()->OBBMins(), pEntity->CollisionProp()->OBBMaxs(), angle, 255, 255, 0, 32, 0 );
				char tmp[256];
				V_snprintf( tmp, sizeof(tmp),"%s, (%s)\n", pEntity->GetClassname(), VecToString(angle) );
				debugoverlay->AddTextOverlay( pos, 0, tmp );
			}
		}
#endif
		g_Collisions.BufferTouchEvents( false );
		g_Collisions.FrameUpdate();
	}
	physicssound::PlayImpactSounds( m_impactSounds );
}