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105 lines
3.5 KiB
105 lines
3.5 KiB
5 years ago
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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 PHYSICS_BONE_FOLLOWER_H
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#define PHYSICS_BONE_FOLLOWER_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CBoneFollower;
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//
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// To use bone followers in an entity, contain a CBoneFollowerManager in it. Then:
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// - Call InitBoneFollowers() in the entity's CreateVPhysics().
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// - Call UpdateBoneFollowers() after you move your bones.
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// - Call DestroyBoneFollowers() when your entity's removed
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struct physfollower_t
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{
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DECLARE_SIMPLE_DATADESC();
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int boneIndex;
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CHandle<CBoneFollower> hFollower;
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};
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struct vcollide_t;
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// create a manager and a list of followers directly from a ragdoll
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void CreateBoneFollowersFromRagdoll( CBaseAnimating *pEntity, class CBoneFollowerManager *pManager, vcollide_t *pCollide );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CBoneFollowerManager
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{
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DECLARE_SIMPLE_DATADESC();
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public:
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CBoneFollowerManager();
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~CBoneFollowerManager();
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// Use either of these to create the bone followers in your entity's CreateVPhysics()
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void InitBoneFollowers( CBaseAnimating *pParentEntity, int iNumBones, const char **pFollowerBoneNames );
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void AddBoneFollower( CBaseAnimating *pParentEntity, const char *pFollowerBoneName, solid_t *pSolid = NULL ); // Adds a single bone follower
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// Call this after you move your bones
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void UpdateBoneFollowers( CBaseAnimating *pParentEntity );
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// Call this when your entity's removed
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void DestroyBoneFollowers( void );
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physfollower_t *GetBoneFollower( int iFollowerIndex );
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int GetBoneFollowerIndex( CBoneFollower *pFollower );
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int GetNumBoneFollowers( void ) const { return m_iNumBones; }
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private:
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bool CreatePhysicsFollower( CBaseAnimating *pParentEntity, physfollower_t &follow, const char *pBoneName, solid_t *pSolid );
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private:
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int m_iNumBones;
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CUtlVector<physfollower_t> m_physBones;
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};
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class CBoneFollower : public CBaseEntity
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{
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DECLARE_CLASS( CBoneFollower, CBaseEntity );
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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public:
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// CBaseEntity
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void VPhysicsUpdate( IPhysicsObject *pPhysics );
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int UpdateTransmitState(void);
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// NOTE: These are forwarded to the parent object!
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void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
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void VPhysicsFriction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit );
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void VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent );
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bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
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int ObjectCaps( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void Touch( CBaseEntity *pOther );
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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// locals
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bool Init( CBaseEntity *pOwner, const char *pModelName, solid_t &solid, const Vector &position, const QAngle &orientation );
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void UpdateFollower( const Vector &position, const QAngle &orientation, float flInterval );
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void SetTraceData( int physicsBone, int hitGroup );
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// factory
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static CBoneFollower *Create( CBaseEntity *pOwner, const char *pModelName, solid_t &solid, const Vector &position, const QAngle &orientation );
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private:
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CNetworkVar( int, m_modelIndex );
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CNetworkVar( int, m_solidIndex );
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int m_physicsBone;
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int m_hitGroup;
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};
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#endif // PHYSICS_BONE_FOLLOWER_H
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