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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef RAGDOLL_SHARED_H
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#define RAGDOLL_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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class IPhysicsObject;
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class IPhysicsConstraint;
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class IPhysicsConstraintGroup;
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class IPhysicsCollision;
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class IPhysicsEnvironment;
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class IPhysicsSurfaceProps;
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struct matrix3x4_t;
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struct vcollide_t;
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struct studiohdr_t;
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class CStudioHdr;
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class CBoneAccessor;
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#include "mathlib/vector.h"
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#include "bone_accessor.h"
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// UNDONE: Remove and make dynamic?
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#define RAGDOLL_MAX_ELEMENTS 24
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#define RAGDOLL_INDEX_BITS 5 // NOTE 1<<RAGDOLL_INDEX_BITS >= RAGDOLL_MAX_ELEMENTS
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#define CORE_DISSOLVE_FADE_START 0.2f
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#define CORE_DISSOLVE_MODEL_FADE_START 0.1f
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#define CORE_DISSOLVE_MODEL_FADE_LENGTH 0.05f
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#define CORE_DISSOLVE_FADEIN_LENGTH 0.1f
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struct ragdollelement_t
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{
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Vector originParentSpace;
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IPhysicsObject *pObject; // all valid elements have an object
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IPhysicsConstraint *pConstraint; // all valid elements have a constraint (except the root)
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int parentIndex;
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};
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struct ragdollanimatedfriction_t
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{
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float flFrictionTimeIn;
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float flFrictionTimeOut;
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float flFrictionTimeHold;
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int iMinAnimatedFriction;
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int iMaxAnimatedFriction;
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};
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struct ragdoll_t
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{
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int listCount;
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bool allowStretch;
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bool unused;
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IPhysicsConstraintGroup *pGroup;
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// store these in separate arrays for save/load
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ragdollelement_t list[RAGDOLL_MAX_ELEMENTS];
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int boneIndex[RAGDOLL_MAX_ELEMENTS];
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ragdollanimatedfriction_t animfriction;
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};
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struct ragdollparams_t
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{
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void *pGameData;
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vcollide_t *pCollide;
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CStudioHdr *pStudioHdr;
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int modelIndex;
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Vector forcePosition;
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Vector forceVector;
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int forceBoneIndex;
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const matrix3x4_t *pCurrentBones;
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float jointFrictionScale;
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bool allowStretch;
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bool fixedConstraints;
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};
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//-----------------------------------------------------------------------------
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// This hooks the main game systems callbacks to allow the AI system to manage memory
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//-----------------------------------------------------------------------------
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class CRagdollLRURetirement : public CAutoGameSystemPerFrame
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{
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public:
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CRagdollLRURetirement( char const *name ) : CAutoGameSystemPerFrame( name )
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{
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}
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// Methods of IGameSystem
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virtual void Update( float frametime );
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virtual void FrameUpdatePostEntityThink( void );
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// Move it to the top of the LRU
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void MoveToTopOfLRU( CBaseAnimating *pRagdoll, bool bImportant = false );
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void SetMaxRagdollCount( int iMaxCount ){ m_iMaxRagdolls = iMaxCount; }
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virtual void LevelInitPreEntity( void );
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int CountRagdolls( bool bOnlySimulatingRagdolls ) { return bOnlySimulatingRagdolls ? m_iSimulatedRagdollCount : m_iRagdollCount; }
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private:
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typedef CHandle<CBaseAnimating> CRagdollHandle;
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CUtlLinkedList< CRagdollHandle > m_LRU;
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CUtlLinkedList< CRagdollHandle > m_LRUImportantRagdolls;
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int m_iMaxRagdolls;
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int m_iSimulatedRagdollCount;
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int m_iRagdollCount;
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};
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extern CRagdollLRURetirement s_RagdollLRU;
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// Manages ragdolls fading for the low violence versions
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class CRagdollLowViolenceManager
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{
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public:
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CRagdollLowViolenceManager(){ m_bLowViolence = false; }
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// Turn the low violence ragdoll stuff off if we're in the HL2 Citadel maps because
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// the player has the super gravity gun and fading ragdolls will break things.
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void SetLowViolence( const char *pMapName );
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bool IsLowViolence( void ){ return m_bLowViolence; }
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private:
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bool m_bLowViolence;
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};
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extern CRagdollLowViolenceManager g_RagdollLVManager;
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bool RagdollCreate( ragdoll_t &ragdoll, const ragdollparams_t ¶ms, IPhysicsEnvironment *pPhysEnv );
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void RagdollActivate( ragdoll_t &ragdoll, vcollide_t *pCollide, int modelIndex, bool bForceWake = true );
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void RagdollSetupCollisions( ragdoll_t &ragdoll, vcollide_t *pCollide, int modelIndex );
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void RagdollDestroy( ragdoll_t &ragdoll );
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// Gets the bone matrix for a ragdoll object
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// NOTE: This is different than the object's position because it is
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// forced to be rigidly attached in parent space
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bool RagdollGetBoneMatrix( const ragdoll_t &ragdoll, CBoneAccessor &pBoneToWorld, int objectIndex );
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// Parse the ragdoll and obtain the mapping from each physics element index to a bone index
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// returns num phys elements
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int RagdollExtractBoneIndices( int *boneIndexOut, CStudioHdr *pStudioHdr, vcollide_t *pCollide );
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// computes an exact bbox of the ragdoll's physics objects
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void RagdollComputeExactBbox( const ragdoll_t &ragdoll, const Vector &origin, Vector &outMins, Vector &outMaxs );
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bool RagdollIsAsleep( const ragdoll_t &ragdoll );
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void RagdollSetupAnimatedFriction( IPhysicsEnvironment *pPhysEnv, ragdoll_t *ragdoll, int iModelIndex );
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void RagdollApplyAnimationAsVelocity( ragdoll_t &ragdoll, const matrix3x4_t *pBoneToWorld );
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void RagdollApplyAnimationAsVelocity( ragdoll_t &ragdoll, const matrix3x4_t *pPrevBones, const matrix3x4_t *pCurrentBones, float dt );
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void RagdollSolveSeparation( ragdoll_t &ragdoll, CBaseEntity *pEntity );
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#endif // RAGDOLL_SHARED_H
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