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.
326 lines
11 KiB
326 lines
11 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "c_vehicle_jeep.h"
|
||
|
#include "movevars_shared.h"
|
||
|
#include "view.h"
|
||
|
#include "flashlighteffect.h"
|
||
|
#include "c_baseplayer.h"
|
||
|
#include "c_te_effect_dispatch.h"
|
||
|
#include "fx.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
extern ConVar default_fov;
|
||
|
|
||
|
ConVar r_JeepViewBlendTo( "r_JeepViewBlendTo", "1", FCVAR_CHEAT );
|
||
|
ConVar r_JeepViewBlendToScale( "r_JeepViewBlendToScale", "0.03", FCVAR_CHEAT );
|
||
|
ConVar r_JeepViewBlendToTime( "r_JeepViewBlendToTime", "1.5", FCVAR_CHEAT );
|
||
|
|
||
|
#define JEEP_DELTA_LENGTH_MAX 12.0f // 1 foot
|
||
|
#define JEEP_FRAMETIME_MIN 1e-6
|
||
|
#define JEEP_HEADLIGHT_DISTANCE 1000
|
||
|
|
||
|
IMPLEMENT_CLIENTCLASS_DT( C_PropJeep, DT_PropJeep, CPropJeep )
|
||
|
RecvPropBool( RECVINFO( m_bHeadlightIsOn ) ),
|
||
|
END_RECV_TABLE()
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Constructor
|
||
|
//-----------------------------------------------------------------------------
|
||
|
C_PropJeep::C_PropJeep()
|
||
|
{
|
||
|
m_vecEyeSpeed.Init();
|
||
|
m_flViewAngleDeltaTime = 0.0f;
|
||
|
m_pHeadlight = NULL;
|
||
|
|
||
|
ConVarRef r_JeepFOV( "r_JeepFOV" );
|
||
|
m_ViewSmoothingData.flFOV = r_JeepFOV.GetFloat();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Deconstructor
|
||
|
//-----------------------------------------------------------------------------
|
||
|
C_PropJeep::~C_PropJeep()
|
||
|
{
|
||
|
if ( m_pHeadlight )
|
||
|
{
|
||
|
delete m_pHeadlight;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void C_PropJeep::Simulate( void )
|
||
|
{
|
||
|
// The dim light is the flashlight.
|
||
|
if ( m_bHeadlightIsOn )
|
||
|
{
|
||
|
if ( m_pHeadlight == NULL )
|
||
|
{
|
||
|
// Turned on the headlight; create it.
|
||
|
m_pHeadlight = new CHeadlightEffect;
|
||
|
|
||
|
if ( m_pHeadlight == NULL )
|
||
|
return;
|
||
|
|
||
|
m_pHeadlight->TurnOn();
|
||
|
}
|
||
|
|
||
|
QAngle vAngle;
|
||
|
Vector vVector;
|
||
|
Vector vecForward, vecRight, vecUp;
|
||
|
|
||
|
int iAttachment = LookupAttachment( "headlight" );
|
||
|
|
||
|
if ( iAttachment != INVALID_PARTICLE_ATTACHMENT )
|
||
|
{
|
||
|
GetAttachment( iAttachment, vVector, vAngle );
|
||
|
AngleVectors( vAngle, &vecForward, &vecRight, &vecUp );
|
||
|
|
||
|
m_pHeadlight->UpdateLight( vVector, vecForward, vecRight, vecUp, JEEP_HEADLIGHT_DISTANCE );
|
||
|
}
|
||
|
}
|
||
|
else if ( m_pHeadlight )
|
||
|
{
|
||
|
// Turned off the flashlight; delete it.
|
||
|
delete m_pHeadlight;
|
||
|
m_pHeadlight = NULL;
|
||
|
}
|
||
|
|
||
|
BaseClass::Simulate();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Blend view angles.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void C_PropJeep::UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd )
|
||
|
{
|
||
|
if ( r_JeepViewBlendTo.GetInt() )
|
||
|
{
|
||
|
// Check to see if the mouse has been touched in a bit or that we are not throttling.
|
||
|
if ( ( pCmd->mousedx != 0 || pCmd->mousedy != 0 ) || ( fabsf( m_flThrottle ) < 0.01f ) )
|
||
|
{
|
||
|
m_flViewAngleDeltaTime = 0.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flViewAngleDeltaTime += gpGlobals->frametime;
|
||
|
}
|
||
|
|
||
|
if ( m_flViewAngleDeltaTime > r_JeepViewBlendToTime.GetFloat() )
|
||
|
{
|
||
|
// Blend the view angles.
|
||
|
int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" );
|
||
|
Vector vehicleEyeOrigin;
|
||
|
QAngle vehicleEyeAngles;
|
||
|
GetAttachmentLocal( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
|
||
|
|
||
|
QAngle outAngles;
|
||
|
InterpolateAngles( pCmd->viewangles, vehicleEyeAngles, outAngles, r_JeepViewBlendToScale.GetFloat() );
|
||
|
pCmd->viewangles = outAngles;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BaseClass::UpdateViewAngles( pLocalPlayer, pCmd );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void C_PropJeep::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles )
|
||
|
{
|
||
|
#ifdef HL2_CLIENT_DLL
|
||
|
// Get the frametime. (Check to see if enough time has passed to warrent dampening).
|
||
|
float flFrameTime = gpGlobals->frametime;
|
||
|
|
||
|
if ( flFrameTime < JEEP_FRAMETIME_MIN )
|
||
|
{
|
||
|
vecVehicleEyePos = m_vecLastEyePos;
|
||
|
DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, 0.0f );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Keep static the sideways motion.
|
||
|
// Dampen forward/backward motion.
|
||
|
DampenForwardMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );
|
||
|
|
||
|
// Blend up/down motion.
|
||
|
DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Use the controller as follows:
|
||
|
// speed += ( pCoefficientsOut[0] * ( targetPos - currentPos ) + pCoefficientsOut[1] * ( targetSpeed - currentSpeed ) ) * flDeltaTime;
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void C_PropJeep::ComputePDControllerCoefficients( float *pCoefficientsOut,
|
||
|
float flFrequency, float flDampening,
|
||
|
float flDeltaTime )
|
||
|
{
|
||
|
float flKs = 9.0f * flFrequency * flFrequency;
|
||
|
float flKd = 4.5f * flFrequency * flDampening;
|
||
|
|
||
|
float flScale = 1.0f / ( 1.0f + flKd * flDeltaTime + flKs * flDeltaTime * flDeltaTime );
|
||
|
|
||
|
pCoefficientsOut[0] = flKs * flScale;
|
||
|
pCoefficientsOut[1] = ( flKd + flKs * flDeltaTime ) * flScale;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void C_PropJeep::DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime )
|
||
|
{
|
||
|
// vecVehicleEyePos = real eye position this frame
|
||
|
|
||
|
// m_vecLastEyePos = eye position last frame
|
||
|
// m_vecEyeSpeed = eye speed last frame
|
||
|
// vecPredEyePos = predicted eye position this frame (assuming no acceleration - it will get that from the pd controller).
|
||
|
// vecPredEyeSpeed = predicted eye speed
|
||
|
Vector vecPredEyePos = m_vecLastEyePos + m_vecEyeSpeed * flFrameTime;
|
||
|
Vector vecPredEyeSpeed = m_vecEyeSpeed;
|
||
|
|
||
|
// m_vecLastEyeTarget = real eye position last frame (used for speed calculation).
|
||
|
// Calculate the approximate speed based on the current vehicle eye position and the eye position last frame.
|
||
|
Vector vecVehicleEyeSpeed = ( vecVehicleEyePos - m_vecLastEyeTarget ) / flFrameTime;
|
||
|
m_vecLastEyeTarget = vecVehicleEyePos;
|
||
|
if (vecVehicleEyeSpeed.Length() == 0.0)
|
||
|
return;
|
||
|
|
||
|
// Calculate the delta between the predicted eye position and speed and the current eye position and speed.
|
||
|
Vector vecDeltaSpeed = vecVehicleEyeSpeed - vecPredEyeSpeed;
|
||
|
Vector vecDeltaPos = vecVehicleEyePos - vecPredEyePos;
|
||
|
|
||
|
// Forward vector.
|
||
|
Vector vecForward;
|
||
|
AngleVectors( vecVehicleEyeAngles, &vecForward );
|
||
|
|
||
|
float flDeltaLength = vecDeltaPos.Length();
|
||
|
if ( flDeltaLength > JEEP_DELTA_LENGTH_MAX )
|
||
|
{
|
||
|
// Clamp.
|
||
|
float flDelta = flDeltaLength - JEEP_DELTA_LENGTH_MAX;
|
||
|
if ( flDelta > 40.0f )
|
||
|
{
|
||
|
// This part is a bit of a hack to get rid of large deltas (at level load, etc.).
|
||
|
m_vecLastEyePos = vecVehicleEyePos;
|
||
|
m_vecEyeSpeed = vecVehicleEyeSpeed;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Position clamp.
|
||
|
float flRatio = JEEP_DELTA_LENGTH_MAX / flDeltaLength;
|
||
|
vecDeltaPos *= flRatio;
|
||
|
Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) );
|
||
|
vecVehicleEyePos -= vecForwardOffset;
|
||
|
m_vecLastEyePos = vecVehicleEyePos;
|
||
|
|
||
|
// Speed clamp.
|
||
|
vecDeltaSpeed *= flRatio;
|
||
|
float flCoefficients[2];
|
||
|
ComputePDControllerCoefficients( flCoefficients, r_JeepViewDampenFreq.GetFloat(), r_JeepViewDampenDamp.GetFloat(), flFrameTime );
|
||
|
m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Generate an updated (dampening) speed for use in next frames position prediction.
|
||
|
float flCoefficients[2];
|
||
|
ComputePDControllerCoefficients( flCoefficients, r_JeepViewDampenFreq.GetFloat(), r_JeepViewDampenDamp.GetFloat(), flFrameTime );
|
||
|
m_vecEyeSpeed += ( ( flCoefficients[0] * vecDeltaPos + flCoefficients[1] * vecDeltaSpeed ) * flFrameTime );
|
||
|
|
||
|
// Save off data for next frame.
|
||
|
m_vecLastEyePos = vecPredEyePos;
|
||
|
|
||
|
// Move eye forward/backward.
|
||
|
Vector vecForwardOffset = vecForward * ( vecForward.Dot( vecDeltaPos ) );
|
||
|
vecVehicleEyePos -= vecForwardOffset;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void C_PropJeep::DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime )
|
||
|
{
|
||
|
// Get up vector.
|
||
|
Vector vecUp;
|
||
|
AngleVectors( vecVehicleEyeAngles, NULL, NULL, &vecUp );
|
||
|
vecUp.z = clamp( vecUp.z, 0.0f, vecUp.z );
|
||
|
vecVehicleEyePos.z += r_JeepViewZHeight.GetFloat() * vecUp.z;
|
||
|
|
||
|
// NOTE: Should probably use some damped equation here.
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void C_PropJeep::OnEnteredVehicle( C_BasePlayer *pPlayer )
|
||
|
{
|
||
|
int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" );
|
||
|
Vector vehicleEyeOrigin;
|
||
|
QAngle vehicleEyeAngles;
|
||
|
GetAttachment( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
|
||
|
|
||
|
m_vecLastEyeTarget = vehicleEyeOrigin;
|
||
|
m_vecLastEyePos = vehicleEyeOrigin;
|
||
|
m_vecEyeSpeed = vec3_origin;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &data -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void WheelDustCallback( const CEffectData &data )
|
||
|
{
|
||
|
CSmartPtr<CSimpleEmitter> pSimple = CSimpleEmitter::Create( "dust" );
|
||
|
pSimple->SetSortOrigin( data.m_vOrigin );
|
||
|
pSimple->SetNearClip( 32, 64 );
|
||
|
|
||
|
SimpleParticle *pParticle;
|
||
|
|
||
|
Vector offset;
|
||
|
|
||
|
//FIXME: Better sampling area
|
||
|
offset = data.m_vOrigin + ( data.m_vNormal * data.m_flScale );
|
||
|
|
||
|
//Find area ambient light color and use it to tint smoke
|
||
|
Vector worldLight = WorldGetLightForPoint( offset, true );
|
||
|
|
||
|
//Throw puffs
|
||
|
offset.Random( -(data.m_flScale*16.0f), data.m_flScale*16.0f );
|
||
|
offset.z = 0.0f;
|
||
|
offset += data.m_vOrigin + ( data.m_vNormal * data.m_flScale );
|
||
|
|
||
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof(SimpleParticle), g_Mat_DustPuff[0], offset );
|
||
|
|
||
|
if ( pParticle != NULL )
|
||
|
{
|
||
|
pParticle->m_flLifetime = 0.0f;
|
||
|
pParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f );
|
||
|
|
||
|
pParticle->m_vecVelocity = RandomVector( -1.0f, 1.0f );
|
||
|
VectorNormalize( pParticle->m_vecVelocity );
|
||
|
pParticle->m_vecVelocity[2] += random->RandomFloat( 16.0f, 32.0f ) * (data.m_flScale*2.0f);
|
||
|
|
||
|
int color = random->RandomInt( 100, 150 );
|
||
|
|
||
|
pParticle->m_uchColor[0] = 16 + ( worldLight[0] * (float) color );
|
||
|
pParticle->m_uchColor[1] = 8 + ( worldLight[1] * (float) color );
|
||
|
pParticle->m_uchColor[2] = ( worldLight[2] * (float) color );
|
||
|
|
||
|
pParticle->m_uchStartAlpha = random->RandomInt( 64.0f*data.m_flScale, 128.0f*data.m_flScale );
|
||
|
pParticle->m_uchEndAlpha = 0;
|
||
|
pParticle->m_uchStartSize = random->RandomInt( 16, 24 ) * data.m_flScale;
|
||
|
pParticle->m_uchEndSize = random->RandomInt( 32, 48 ) * data.m_flScale;
|
||
|
pParticle->m_flRoll = random->RandomInt( 0, 360 );
|
||
|
pParticle->m_flRollDelta = random->RandomFloat( -2.0f, 2.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "WheelDust", WheelDustCallback );
|