You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
293 lines
6.3 KiB
293 lines
6.3 KiB
/*** |
|
* |
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved. |
|
* |
|
* This product contains software technology licensed from Id |
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
|
* All Rights Reserved. |
|
* |
|
* Use, distribution, and modification of this source code and/or resulting |
|
* object code is restricted to non-commercial enhancements to products from |
|
* Valve LLC. All other use, distribution, or modification is prohibited |
|
* without written permission from Valve LLC. |
|
* |
|
****/ |
|
#ifndef ROPES_H |
|
#define ROPES_H |
|
|
|
class CRopeSegment; |
|
class CRopeSample; |
|
|
|
struct RopeSampleData; |
|
|
|
#define MAX_SEGMENTS 63 |
|
#define MAX_SAMPLES 64 |
|
|
|
/** |
|
* A rope with a number of segments. |
|
* Uses an RK4 integrator with dampened springs to simulate rope physics. |
|
*/ |
|
class CRope : public CBaseDelay |
|
{ |
|
public: |
|
CRope(); |
|
virtual void KeyValue( KeyValueData* pkvd ); |
|
|
|
virtual void Precache(); |
|
|
|
virtual void Spawn(); |
|
|
|
void EXPORT StartThink(); |
|
void EXPORT RopeThink(); |
|
|
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
/** |
|
* Initializes the rope simulation data. |
|
*/ |
|
void InitializeRopeSim(); |
|
|
|
/** |
|
* Runs simulation on the samples. |
|
*/ |
|
void RunSimOnSamples(); |
|
|
|
/** |
|
* Computes forces on the given sample list. |
|
* @param pSystem List of sample data. m_NumSamples Elements large. |
|
*/ |
|
void ComputeForces( RopeSampleData* pSystem ); |
|
|
|
/** |
|
* Computes forces on the given sample list. |
|
* @param pSystem List of samples. m_NumSamples Elements large. |
|
*/ |
|
void ComputeForces( CRopeSample** ppSystem ); |
|
|
|
/** |
|
* Computes forces for the given sample data. |
|
* @param data Sample data. |
|
*/ |
|
void ComputeSampleForce( RopeSampleData& data ); |
|
|
|
/** |
|
* Computes spring force for the given sample datas. |
|
* @param first First sample. |
|
* @param second Second sample. |
|
* @param spring Spring. |
|
*/ |
|
void ComputeSpringForce(RopeSampleData& first, RopeSampleData& second); |
|
|
|
/** |
|
* Runs RK4 integration. |
|
* @param flDeltaTime Delta between previous and current time. |
|
* @param ppSampleSource Previous sample state. |
|
* @param ppSampleTarget Next sample state. |
|
*/ |
|
void RK4Integrate(const float flDeltaTime); |
|
|
|
/** |
|
* Traces model positions and angles and corrects them. |
|
* @param ppPrimarySegs Visible segments. |
|
* @param ppHiddenSegs hidden segments. |
|
*/ |
|
void TraceModels( CRopeSegment** ppPrimarySegs, CRopeSegment** ppHiddenSegs ); |
|
|
|
/** |
|
* Traces model positions and angles, makes visible segments visible and hidden segments hidden. |
|
*/ |
|
void SetRopeSegments( const int uiNumSegments, |
|
CRopeSegment** ppPrimarySegs, CRopeSegment** ppHiddenSegs ); |
|
|
|
/** |
|
* Moves the attached object up. |
|
* @param flDeltaTime Time between previous and current movement. |
|
* @return true if the object is still on the rope, false otherwise. |
|
*/ |
|
bool MoveUp( const float flDeltaTime ); |
|
|
|
/** |
|
* Moves the attached object down. |
|
* @param flDeltaTime Time between previous and current movement. |
|
* @return true if the object is still on the rope, false otherwise. |
|
*/ |
|
bool MoveDown( const float flDeltaTime ); |
|
|
|
/** |
|
* @return The attached object's velocity. |
|
*/ |
|
Vector GetAttachedObjectsVelocity() const; |
|
|
|
/** |
|
* Applies force from the player. Only applies if there is currently an object attached to the rope. |
|
* @param vecForce Force. |
|
*/ |
|
void ApplyForceFromPlayer( const Vector& vecForce ); |
|
|
|
/** |
|
* Applies force to a specific segment. |
|
* @param vecForce Force. |
|
* @param uiSegment Segment index. |
|
*/ |
|
void ApplyForceToSegment( const Vector& vecForce, const int uiSegment ); |
|
|
|
/** |
|
* Attached an object to the given segment. |
|
*/ |
|
void AttachObjectToSegment( CRopeSegment* pSegment ); |
|
|
|
/** |
|
* Detaches an attached object. |
|
*/ |
|
void DetachObject(); |
|
|
|
/** |
|
* @return Whether an object is attached. |
|
*/ |
|
bool IsObjectAttached() const { return mObjectAttached; } |
|
|
|
/** |
|
* @return Whether this rope allows attachments. |
|
*/ |
|
bool IsAcceptingAttachment() const; |
|
|
|
/** |
|
* @return The number of segments. |
|
*/ |
|
int GetNumSegments() const { return m_iSegments; } |
|
|
|
/** |
|
* @return The segments. |
|
*/ |
|
CRopeSegment** GetSegments() { return seg; } |
|
|
|
/** |
|
* @return The alternative segments. |
|
*/ |
|
CRopeSegment** GetAltSegments() { return altseg; } |
|
|
|
/** |
|
* @return The toggle value. |
|
*/ |
|
bool GetToggleValue() const { return m_bToggle; } |
|
|
|
/** |
|
* @return Whether this rope is allowed to make sounds. |
|
*/ |
|
bool IsSoundAllowed() const { return m_bMakeSound; } |
|
|
|
/** |
|
* Sets whether this rope is allowed to make sounds. |
|
*/ |
|
void SetSoundAllowed( const bool bAllowed ) |
|
{ |
|
m_bMakeSound = bAllowed; |
|
} |
|
|
|
/** |
|
* @return Whether this rope should creak. |
|
*/ |
|
bool ShouldCreak() const; |
|
|
|
/** |
|
* Plays a creak sound. |
|
*/ |
|
void Creak(); |
|
|
|
/** |
|
* @return The body model name. |
|
*/ |
|
string_t GetBodyModel() const { return mBodyModel; } |
|
|
|
/** |
|
* @return The ending model name. |
|
*/ |
|
string_t GetEndingModel() const { return mEndingModel; } |
|
|
|
/** |
|
* @return Segment length for the given segment. |
|
*/ |
|
float GetSegmentLength( int uiSegmentIndex ) const; |
|
|
|
/** |
|
* @return Total rope length. |
|
*/ |
|
float GetRopeLength() const; |
|
|
|
/** |
|
* @return The rope's origin. |
|
*/ |
|
Vector GetRopeOrigin() const; |
|
|
|
/** |
|
* @return Whether the given segment index is valid. |
|
*/ |
|
bool IsValidSegmentIndex( const int uiSegment ) const; |
|
|
|
/** |
|
* @return The origin of the given segment. |
|
*/ |
|
Vector GetSegmentOrigin( const int uiSegment ) const; |
|
|
|
/** |
|
* @return The attachment point of the given segment. |
|
*/ |
|
Vector GetSegmentAttachmentPoint( const int uiSegment ) const; |
|
|
|
/** |
|
* @param pSegment Segment. |
|
* Sets the attached object segment. |
|
*/ |
|
void SetAttachedObjectsSegment( CRopeSegment* pSegment ); |
|
|
|
/** |
|
* @param uiSegmentIndex Segment index. |
|
* @return The segment direction normal from its origin. |
|
*/ |
|
Vector GetSegmentDirFromOrigin( const int uiSegmentIndex ) const; |
|
|
|
/** |
|
* @return The attached object position. |
|
*/ |
|
Vector GetAttachedObjectsPosition() const; |
|
|
|
private: |
|
int m_iSegments; |
|
|
|
CRopeSegment* seg[ MAX_SEGMENTS ]; |
|
CRopeSegment* altseg[ MAX_SEGMENTS ]; |
|
|
|
bool m_bToggle; |
|
|
|
bool m_InitialDeltaTime; |
|
|
|
float mLastTime; |
|
|
|
Vector m_LastEndPos; |
|
Vector m_Gravity; |
|
|
|
CRopeSample* m_Samples[ MAX_SAMPLES ]; |
|
|
|
int m_NumSamples; |
|
|
|
bool mSpringsInitialized; |
|
|
|
int m_BeamOffset; |
|
|
|
bool mObjectAttached; |
|
|
|
int mAttachedObjectsSegment; |
|
float mAttachedObjectsOffset; |
|
float detachTime; |
|
|
|
string_t mBodyModel; |
|
string_t mEndingModel; |
|
|
|
int mDisallowPlayerAttachment; |
|
|
|
bool m_bMakeSound; |
|
}; |
|
|
|
#endif //ROPES_H
|
|
|