//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=====================================================================================//
# include "cbase.h"
# include "c_rope.h"
# include "beamdraw.h"
# include "view.h"
# include "env_wind_shared.h"
# include "input.h"
# ifdef TF_CLIENT_DLL
# include "cdll_util.h"
# endif
# include "rope_helpers.h"
# include "engine/ivmodelinfo.h"
# include "tier0/vprof.h"
# include "c_te_effect_dispatch.h"
# include "collisionutils.h"
# include <KeyValues.h>
# include <bitbuf.h>
# include "utllinkedlist.h"
# include "materialsystem/imaterialsystemhardwareconfig.h"
# include "tier1/callqueue.h"
# include "tier1/memstack.h"
// memdbgon must be the last include file in a .cpp file!!!
# include "tier0/memdbgon.h"
void RecvProxy_RecomputeSprings ( const CRecvProxyData * pData , void * pStruct , void * pOut )
{
// Have the regular proxy store the data.
RecvProxy_Int32ToInt32 ( pData , pStruct , pOut ) ;
C_RopeKeyframe * pRope = ( C_RopeKeyframe * ) pStruct ;
pRope - > RecomputeSprings ( ) ;
}
IMPLEMENT_CLIENTCLASS_DT_NOBASE ( C_RopeKeyframe , DT_RopeKeyframe , CRopeKeyframe )
RecvPropInt ( RECVINFO ( m_iRopeMaterialModelIndex ) ) ,
RecvPropEHandle ( RECVINFO ( m_hStartPoint ) ) ,
RecvPropEHandle ( RECVINFO ( m_hEndPoint ) ) ,
RecvPropInt ( RECVINFO ( m_iStartAttachment ) ) ,
RecvPropInt ( RECVINFO ( m_iEndAttachment ) ) ,
RecvPropInt ( RECVINFO ( m_fLockedPoints ) ) ,
RecvPropInt ( RECVINFO ( m_Slack ) , 0 , RecvProxy_RecomputeSprings ) ,
RecvPropInt ( RECVINFO ( m_RopeLength ) , 0 , RecvProxy_RecomputeSprings ) ,
RecvPropInt ( RECVINFO ( m_RopeFlags ) ) ,
RecvPropFloat ( RECVINFO ( m_TextureScale ) ) ,
RecvPropInt ( RECVINFO ( m_nSegments ) ) ,
RecvPropBool ( RECVINFO ( m_bConstrainBetweenEndpoints ) ) ,
RecvPropInt ( RECVINFO ( m_Subdiv ) ) ,
RecvPropFloat ( RECVINFO ( m_Width ) ) ,
RecvPropFloat ( RECVINFO ( m_flScrollSpeed ) ) ,
RecvPropVector ( RECVINFO_NAME ( m_vecNetworkOrigin , m_vecOrigin ) ) ,
RecvPropInt ( RECVINFO_NAME ( m_hNetworkMoveParent , moveparent ) , 0 , RecvProxy_IntToMoveParent ) ,
RecvPropInt ( RECVINFO ( m_iParentAttachment ) ) ,
END_RECV_TABLE ( )
# define ROPE_IMPULSE_SCALE 20
# define ROPE_IMPULSE_DECAY 0.95
static ConVar rope_shake ( " rope_shake " , " 0 " ) ;
static ConVar rope_subdiv ( " rope_subdiv " , " 2 " , 0 , " Rope subdivision amount " , true , 0 , true , MAX_ROPE_SUBDIVS ) ;
static ConVar rope_collide ( " rope_collide " , " 1 " , 0 , " Collide rope with the world " ) ;
static ConVar rope_smooth ( " rope_smooth " , " 1 " , 0 , " Do an antialiasing effect on ropes " ) ;
static ConVar rope_smooth_enlarge ( " rope_smooth_enlarge " , " 1.4 " , 0 , " How much to enlarge ropes in screen space for antialiasing effect " ) ;
static ConVar rope_smooth_minwidth ( " rope_smooth_minwidth " , " 0.3 " , 0 , " When using smoothing, this is the min screenspace width it lets a rope shrink to " ) ;
static ConVar rope_smooth_minalpha ( " rope_smooth_minalpha " , " 0.2 " , 0 , " Alpha for rope antialiasing effect " ) ;
static ConVar rope_smooth_maxalphawidth ( " rope_smooth_maxalphawidth " , " 1.75 " ) ;
static ConVar rope_smooth_maxalpha ( " rope_smooth_maxalpha " , " 0.5 " , 0 , " Alpha for rope antialiasing effect " ) ;
static ConVar mat_fullbright ( " mat_fullbright " , " 0 " , FCVAR_CHEAT ) ; // get it from the engine
static ConVar r_drawropes ( " r_drawropes " , " 1 " , FCVAR_CHEAT ) ;
static ConVar r_queued_ropes ( " r_queued_ropes " , " 1 " ) ;
static ConVar r_ropetranslucent ( " r_ropetranslucent " , " 1 " ) ;
static ConVar r_rope_holiday_light_scale ( " r_rope_holiday_light_scale " , " 0.055 " , FCVAR_DEVELOPMENTONLY ) ;
static ConVar r_ropes_holiday_lights_allowed ( " r_ropes_holiday_lights_allowed " , " 1 " , FCVAR_DEVELOPMENTONLY ) ;
static ConVar rope_wind_dist ( " rope_wind_dist " , " 1000 " , 0 , " Don't use CPU applying small wind gusts to ropes when they're past this distance. " ) ;
static ConVar rope_averagelight ( " rope_averagelight " , " 1 " , 0 , " Makes ropes use average of cubemap lighting instead of max intensity. " ) ;
static ConVar rope_rendersolid ( " rope_rendersolid " , " 1 " ) ;
static ConVar rope_solid_minwidth ( " rope_solid_minwidth " , " 0.3 " ) ;
static ConVar rope_solid_maxwidth ( " rope_solid_maxwidth " , " 1 " ) ;
static ConVar rope_solid_minalpha ( " rope_solid_minalpha " , " 0.0 " ) ;
static ConVar rope_solid_maxalpha ( " rope_solid_maxalpha " , " 1 " ) ;
static CCycleCount g_RopeCollideTicks ;
static CCycleCount g_RopeDrawTicks ;
static CCycleCount g_RopeSimulateTicks ;
static int g_nRopePointsSimulated ;
// Active ropes.
CUtlLinkedList < C_RopeKeyframe * , int > g_Ropes ;
static Vector g_FullBright_LightValues [ ROPE_MAX_SEGMENTS ] ;
class CFullBrightLightValuesInit
{
public :
CFullBrightLightValuesInit ( )
{
for ( int i = 0 ; i < ROPE_MAX_SEGMENTS ; i + + )
g_FullBright_LightValues [ i ] . Init ( 1 , 1 , 1 ) ;
}
} g_FullBrightLightValuesInit ;
// Precalculated info for rope subdivision.
static Vector g_RopeSubdivs [ MAX_ROPE_SUBDIVS ] [ MAX_ROPE_SUBDIVS ] ;
class CSubdivInit
{
public :
CSubdivInit ( )
{
for ( int iSubdiv = 0 ; iSubdiv < MAX_ROPE_SUBDIVS ; iSubdiv + + )
{
for ( int i = 0 ; i < = iSubdiv ; i + + )
{
float t = ( float ) ( i + 1 ) / ( iSubdiv + 1 ) ;
g_RopeSubdivs [ iSubdiv ] [ i ] . Init ( t , t * t , t * t * t ) ;
}
}
}
} g_SubdivInit ;
//interesting barbed-wire-looking effect
static int g_nBarbedSubdivs = 3 ;
static Vector g_BarbedSubdivs [ MAX_ROPE_SUBDIVS ] = { Vector ( 1.5 , 1.5 * 1.5 , 1.5 * 1.5 * 1.5 ) ,
Vector ( - 0.5 , - 0.5 * - 0.5 , - 0.5 * - 0.5 * - 0.5 ) ,
Vector ( 0.5 , 0.5 * 0.5 , 0.5 * 0.5 * 0.5 ) } ;
// This can be exposed through the entity if we ever care.
static float g_flLockAmount = 0.1 ;
static float g_flLockFalloff = 0.3 ;
class CQueuedRopeMemoryManager
{
public :
CQueuedRopeMemoryManager ( void )
{
m_nCurrentStack = 0 ;
MEM_ALLOC_CREDIT ( ) ;
m_QueuedRopeMemory [ 0 ] . Init ( 131072 , 0 , 16384 ) ;
m_QueuedRopeMemory [ 1 ] . Init ( 131072 , 0 , 16384 ) ;
}
~ CQueuedRopeMemoryManager ( void )
{
m_QueuedRopeMemory [ 0 ] . FreeAll ( true ) ;
m_QueuedRopeMemory [ 1 ] . FreeAll ( true ) ;
for ( int i = 0 ; i ! = 2 ; + + i )
{
for ( int j = m_DeleteOnSwitch [ i ] . Count ( ) ; - - j > = 0 ; )
{
free ( m_DeleteOnSwitch [ i ] . Element ( j ) ) ;
}
m_DeleteOnSwitch [ i ] . RemoveAll ( ) ;
}
}
void SwitchStack ( void )
{
m_nCurrentStack = 1 - m_nCurrentStack ;
m_QueuedRopeMemory [ m_nCurrentStack ] . FreeAll ( false ) ;
for ( int i = m_DeleteOnSwitch [ m_nCurrentStack ] . Count ( ) ; - - i > = 0 ; )
{
free ( m_DeleteOnSwitch [ m_nCurrentStack ] . Element ( i ) ) ;
}
m_DeleteOnSwitch [ m_nCurrentStack ] . RemoveAll ( ) ;
}
inline void * Alloc ( size_t bytes )
{
MEM_ALLOC_CREDIT ( ) ;
void * pReturn = m_QueuedRopeMemory [ m_nCurrentStack ] . Alloc ( bytes , false ) ;
if ( pReturn = = NULL )
{
int iMaxSize = m_QueuedRopeMemory [ m_nCurrentStack ] . GetMaxSize ( ) ;
Warning ( " Overflowed rope queued rendering memory stack. Needed %d, have %d/%d \n " , bytes , iMaxSize - m_QueuedRopeMemory [ m_nCurrentStack ] . GetUsed ( ) , iMaxSize ) ;
pReturn = malloc ( bytes ) ;
m_DeleteOnSwitch [ m_nCurrentStack ] . AddToTail ( pReturn ) ;
}
return pReturn ;
}
CMemoryStack m_QueuedRopeMemory [ 2 ] ;
int m_nCurrentStack ;
CUtlVector < void * > m_DeleteOnSwitch [ 2 ] ; //when we overflow the stack, we do new/delete
} ;
//=============================================================================
//
// Rope mananger.
//
struct RopeSegData_t
{
int m_nSegmentCount ;
BeamSeg_t m_Segments [ MAX_ROPE_SEGMENTS ] ;
float m_BackWidths [ MAX_ROPE_SEGMENTS ] ;
// If this is less than rope_solid_minwidth and rope_solid_minalpha is 0, then we can avoid drawing..
float m_flMaxBackWidth ;
} ;
class CRopeManager : public IRopeManager
{
public :
CRopeManager ( ) ;
~ CRopeManager ( ) ;
void ResetRenderCache ( void ) ;
void AddToRenderCache ( C_RopeKeyframe * pRope ) ;
void DrawRenderCache ( bool bShadowDepth ) ;
void OnRenderStart ( void )
{
m_QueuedModeMemory . SwitchStack ( ) ;
}
void SetHolidayLightMode ( bool bHoliday ) { m_bDrawHolidayLights = bHoliday ; }
bool IsHolidayLightMode ( void ) ;
int GetHolidayLightStyle ( void ) ;
private :
struct RopeRenderData_t ;
public :
void DrawRenderCache_NonQueued ( bool bShadowDepth , RopeRenderData_t * pRenderCache , int nRenderCacheCount , const Vector & vCurrentViewForward , const Vector & vCurrentViewOrigin , C_RopeKeyframe : : BuildRopeQueuedData_t * pBuildRopeQueuedData ) ;
void ResetSegmentCache ( int nMaxSegments ) ;
RopeSegData_t * GetNextSegmentFromCache ( void ) ;
enum { MAX_ROPE_RENDERCACHE = 128 } ;
void RemoveRopeFromQueuedRenderCaches ( C_RopeKeyframe * pRope ) ;
private :
void RenderNonSolidRopes ( IMatRenderContext * pRenderContext , IMaterial * pMaterial , int nVertCount , int nIndexCount ) ;
void RenderSolidRopes ( IMatRenderContext * pRenderContext , IMaterial * pMaterial , int nVertCount , int nIndexCount , bool bRenderNonSolid ) ;
private :
struct RopeRenderData_t
{
IMaterial * m_pSolidMaterial ;
IMaterial * m_pBackMaterial ;
int m_nCacheCount ;
C_RopeKeyframe * m_aCache [ MAX_ROPE_RENDERCACHE ] ;
} ;
CUtlVector < RopeRenderData_t > m_aRenderCache ;
int m_nSegmentCacheCount ;
CUtlVector < RopeSegData_t > m_aSegmentCache ;
CThreadFastMutex m_RenderCacheMutex ; //there's only any contention during the switch from r_queued_ropes on to off
//in queued material system mode we need to store off data for later use.
CQueuedRopeMemoryManager m_QueuedModeMemory ;
IMaterial * m_pDepthWriteMaterial ;
struct RopeQueuedRenderCache_t
{
RopeRenderData_t * pCaches ;
int iCacheCount ;
RopeQueuedRenderCache_t ( void ) : pCaches ( NULL ) , iCacheCount ( 0 ) { } ;
} ;
CUtlLinkedList < RopeQueuedRenderCache_t > m_RopeQueuedRenderCaches ;
bool m_bDrawHolidayLights ;
bool m_bHolidayInitialized ;
int m_nHolidayLightsStyle ;
} ;
static CRopeManager s_RopeManager ;
IRopeManager * RopeManager ( )
{
return & s_RopeManager ;
}
inline bool ShouldUseFakeAA ( IMaterial * pBackMaterial )
{
return pBackMaterial & & rope_smooth . GetInt ( ) & & engine - > GetDXSupportLevel ( ) > 70 & & ! g_pMaterialSystemHardwareConfig - > IsAAEnabled ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CRopeManager : : CRopeManager ( )
{
m_aRenderCache . Purge ( ) ;
m_aSegmentCache . Purge ( ) ;
m_nSegmentCacheCount = 0 ;
m_pDepthWriteMaterial = NULL ;
m_bDrawHolidayLights = false ;
m_bHolidayInitialized = false ;
m_nHolidayLightsStyle = 0 ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CRopeManager : : ~ CRopeManager ( )
{
int nRenderCacheCount = m_aRenderCache . Count ( ) ;
for ( int iRenderCache = 0 ; iRenderCache < nRenderCacheCount ; + + iRenderCache )
{
if ( m_aRenderCache [ iRenderCache ] . m_pSolidMaterial )
{
m_aRenderCache [ iRenderCache ] . m_pSolidMaterial - > DecrementReferenceCount ( ) ;
}
if ( m_aRenderCache [ iRenderCache ] . m_pBackMaterial )
{
m_aRenderCache [ iRenderCache ] . m_pBackMaterial - > DecrementReferenceCount ( ) ;
}
}
m_aRenderCache . Purge ( ) ;
m_aSegmentCache . Purge ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRopeManager : : ResetRenderCache ( void )
{
int nRenderCacheCount = m_aRenderCache . Count ( ) ;
for ( int iRenderCache = 0 ; iRenderCache < nRenderCacheCount ; + + iRenderCache )
{
m_aRenderCache [ iRenderCache ] . m_nCacheCount = 0 ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRopeManager : : AddToRenderCache ( C_RopeKeyframe * pRope )
{
if ( ! pRope - > GetSolidMaterial ( ) )
{
return ;
}
// Find the current rope list.
int iRenderCache = 0 ;
int nRenderCacheCount = m_aRenderCache . Count ( ) ;
for ( ; iRenderCache < nRenderCacheCount ; + + iRenderCache )
{
if ( ( pRope - > GetSolidMaterial ( ) = = m_aRenderCache [ iRenderCache ] . m_pSolidMaterial ) & &
( pRope - > GetBackMaterial ( ) = = m_aRenderCache [ iRenderCache ] . m_pBackMaterial ) )
break ;
}
// A full rope list should have been generate in CreateRenderCache
// If we didn't find one, then allocate the mofo.
if ( iRenderCache = = nRenderCacheCount )
{
int iRenderCache = m_aRenderCache . AddToTail ( ) ;
m_aRenderCache [ iRenderCache ] . m_pSolidMaterial = pRope - > GetSolidMaterial ( ) ;
if ( m_aRenderCache [ iRenderCache ] . m_pSolidMaterial )
{
m_aRenderCache [ iRenderCache ] . m_pSolidMaterial - > IncrementReferenceCount ( ) ;
}
m_aRenderCache [ iRenderCache ] . m_pBackMaterial = pRope - > GetBackMaterial ( ) ;
if ( m_aRenderCache [ iRenderCache ] . m_pBackMaterial )
{
m_aRenderCache [ iRenderCache ] . m_pBackMaterial - > IncrementReferenceCount ( ) ;
}
m_aRenderCache [ iRenderCache ] . m_nCacheCount = 0 ;
}
if ( m_aRenderCache [ iRenderCache ] . m_nCacheCount > = MAX_ROPE_RENDERCACHE )
{
Warning ( " CRopeManager::AddToRenderCache count to large for cache! \n " ) ;
return ;
}
m_aRenderCache [ iRenderCache ] . m_aCache [ m_aRenderCache [ iRenderCache ] . m_nCacheCount ] = pRope ;
+ + m_aRenderCache [ iRenderCache ] . m_nCacheCount ;
}
void CRopeManager : : DrawRenderCache_NonQueued ( bool bShadowDepth , RopeRenderData_t * pRenderCache , int nRenderCacheCount , const Vector & vCurrentViewForward , const Vector & vCurrentViewOrigin , C_RopeKeyframe : : BuildRopeQueuedData_t * pBuildRopeQueuedData )
{
VPROF_BUDGET ( " CRopeManager::DrawRenderCache " , VPROF_BUDGETGROUP_ROPES ) ;
AUTO_LOCK ( m_RenderCacheMutex ) ; //contention cases: Toggling from queued mode on to off. Rope deletion from the cache.
// Check to see if we want to render the ropes.
if ( ! r_drawropes . GetBool ( ) )
{
if ( pBuildRopeQueuedData & & ( m_RopeQueuedRenderCaches . Count ( ) ! = 0 ) )
{
m_RopeQueuedRenderCaches . Remove ( m_RopeQueuedRenderCaches . Head ( ) ) ;
}
return ;
}
if ( bShadowDepth & & ! m_pDepthWriteMaterial & & g_pMaterialSystem )
{
KeyValues * pVMTKeyValues = new KeyValues ( " DepthWrite " ) ;
pVMTKeyValues - > SetInt ( " $no_fullbright " , 1 ) ;
pVMTKeyValues - > SetInt ( " $alphatest " , 0 ) ;
pVMTKeyValues - > SetInt ( " $nocull " , 1 ) ;
m_pDepthWriteMaterial = g_pMaterialSystem - > FindProceduralMaterial ( " __DepthWrite01 " , TEXTURE_GROUP_OTHER , pVMTKeyValues ) ;
m_pDepthWriteMaterial - > IncrementReferenceCount ( ) ;
}
CMatRenderContextPtr pRenderContext ( materials ) ;
C_RopeKeyframe : : BuildRopeQueuedData_t stackQueuedData ;
Vector vStackPredictedPositions [ MAX_ROPE_SEGMENTS ] ;
for ( int iRenderCache = 0 ; iRenderCache < nRenderCacheCount ; + + iRenderCache )
{
int nCacheCount = pRenderCache [ iRenderCache ] . m_nCacheCount ;
if ( nCacheCount = = 0 )
continue ;
ResetSegmentCache ( nCacheCount ) ;
for ( int iCache = 0 ; iCache < nCacheCount ; + + iCache )
{
C_RopeKeyframe * pRope = pRenderCache [ iRenderCache ] . m_aCache [ iCache ] ;
if ( pRope )
{
RopeSegData_t * pRopeSegment = GetNextSegmentFromCache ( ) ;
if ( pBuildRopeQueuedData )
{
pRope - > BuildRope ( pRopeSegment , vCurrentViewForward , vCurrentViewOrigin , pBuildRopeQueuedData , true ) ;
+ + pBuildRopeQueuedData ;
}
else
{
//to unify the BuildRope code, emulate the queued data
stackQueuedData . m_iNodeCount = pRope - > m_RopePhysics . NumNodes ( ) ;
stackQueuedData . m_pLightValues = pRope - > m_LightValues ;
stackQueuedData . m_vColorMod = pRope - > m_vColorMod ;
stackQueuedData . m_pPredictedPositions = vStackPredictedPositions ;
stackQueuedData . m_RopeLength = pRope - > m_RopeLength ;
stackQueuedData . m_Slack = pRope - > m_Slack ;
for ( int i = 0 ; i ! = stackQueuedData . m_iNodeCount ; + + i )
{
vStackPredictedPositions [ i ] = pRope - > m_RopePhysics . GetNode ( i ) - > m_vPredicted ;
}
pRope - > BuildRope ( pRopeSegment , vCurrentViewForward , vCurrentViewOrigin , & stackQueuedData , false ) ;
}
}
else
{
if ( pBuildRopeQueuedData )
{
//we should only be here if a rope was in the queue and then deleted. We still have it's relevant data (and need to skip over it).
+ + pBuildRopeQueuedData ;
}
}
}
if ( materials - > GetRenderContext ( ) - > GetCallQueue ( ) ! = NULL & & pBuildRopeQueuedData = = NULL )
{
// We build ropes outside of queued mode for holidy lights
// But we don't want to render them
continue ;
}
int nVertCount = 0 ;
int nIndexCount = 0 ;
for ( int iSegmentCache = 0 ; iSegmentCache < m_nSegmentCacheCount ; + + iSegmentCache )
{
nVertCount + = ( m_aSegmentCache [ iSegmentCache ] . m_nSegmentCount * 2 ) ;
nIndexCount + = ( ( m_aSegmentCache [ iSegmentCache ] . m_nSegmentCount - 1 ) * 6 ) ;
}
// Render the non-solid portion of the ropes.
bool bRenderNonSolid = ! bShadowDepth & & ShouldUseFakeAA ( pRenderCache [ iRenderCache ] . m_pBackMaterial ) ;
if ( bRenderNonSolid )
{
RenderNonSolidRopes ( pRenderContext , pRenderCache [ iRenderCache ] . m_pBackMaterial , nVertCount , nIndexCount ) ;
}
// Render the solid portion of the ropes.
if ( rope_rendersolid . GetInt ( ) )
{
if ( bShadowDepth )
RenderSolidRopes ( pRenderContext , m_pDepthWriteMaterial , nVertCount , nIndexCount , bRenderNonSolid ) ;
else
RenderSolidRopes ( pRenderContext , pRenderCache [ iRenderCache ] . m_pSolidMaterial , nVertCount , nIndexCount , bRenderNonSolid ) ;
}
}
ResetSegmentCache ( 0 ) ;
if ( pBuildRopeQueuedData & & ( m_RopeQueuedRenderCaches . Count ( ) ! = 0 ) )
{
m_RopeQueuedRenderCaches . Remove ( m_RopeQueuedRenderCaches . Head ( ) ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRopeManager : : DrawRenderCache ( bool bShadowDepth )
{
int iRenderCacheCount = m_aRenderCache . Count ( ) ;
if ( iRenderCacheCount = = 0 )
return ;
Vector vForward = CurrentViewForward ( ) ;
Vector vOrigin = CurrentViewOrigin ( ) ;
ICallQueue * pCallQueue ;
if ( r_queued_ropes . GetBool ( ) & & ( pCallQueue = materials - > GetRenderContext ( ) - > GetCallQueue ( ) ) ! = NULL )
{
//material queue available and desired
CRopeManager : : RopeRenderData_t * pRenderCache = m_aRenderCache . Base ( ) ;
AUTO_LOCK ( m_RenderCacheMutex ) ;
int iRopeCount = 0 ;
int iNodeCount = 0 ;
for ( int i = 0 ; i ! = iRenderCacheCount ; + + i )
{
CRopeManager : : RopeRenderData_t * pCache = & pRenderCache [ i ] ;
int iCacheCount = pCache - > m_nCacheCount ;
iRopeCount + = iCacheCount ;
for ( int j = 0 ; j ! = iCacheCount ; + + j )
{
C_RopeKeyframe * pRope = pCache - > m_aCache [ j ] ;
if ( pRope )
iNodeCount + = pRope - > m_RopePhysics . NumNodes ( ) ;
else
- - iRopeCount ;
}
}
if ( iRopeCount = = 0 )
return ; //nothing to draw
size_t iMemoryNeeded = ( iRenderCacheCount * sizeof ( CRopeManager : : RopeRenderData_t ) ) +
( iRopeCount * sizeof ( C_RopeKeyframe : : BuildRopeQueuedData_t ) ) +
( iNodeCount * ( sizeof ( Vector ) * 2 ) ) ;
void * pMemory = m_QueuedModeMemory . Alloc ( iMemoryNeeded ) ;
CRopeManager : : RopeRenderData_t * pRenderCachesStart = ( CRopeManager : : RopeRenderData_t * ) pMemory ;
C_RopeKeyframe : : BuildRopeQueuedData_t * pBuildRopeQueuedDataStart = ( C_RopeKeyframe : : BuildRopeQueuedData_t * ) ( pRenderCachesStart + iRenderCacheCount ) ;
Vector * pVectorDataStart = ( Vector * ) ( pBuildRopeQueuedDataStart + iRopeCount ) ;
//memcpy( pRenderCachesStart, m_aRenderCache.Base(), iRenderCacheCount * sizeof( CRopeManager::RopeRenderData_t ) );
RopeQueuedRenderCache_t cache ;
cache . pCaches = pRenderCachesStart ;
cache . iCacheCount = iRenderCacheCount ;
m_RopeQueuedRenderCaches . AddToTail ( cache ) ;
C_RopeKeyframe : : BuildRopeQueuedData_t * pWriteRopeQueuedData = pBuildRopeQueuedDataStart ;
Vector * pVectorWrite = ( Vector * ) pVectorDataStart ;
//Setup the rest of our data. This writes to two separate areas of memory at the same time. One area for the C_RopeKeyframe::BuildRopeQueuedData_t array, the other for mini-arrays of vector data
for ( int i = 0 ; i ! = iRenderCacheCount ; + + i )
{
CRopeManager : : RopeRenderData_t * pReadCache = & pRenderCache [ i ] ;
CRopeManager : : RopeRenderData_t * pWriteCache = & pRenderCachesStart [ i ] ;
int iCacheCount = pReadCache - > m_nCacheCount ;
pWriteCache - > m_nCacheCount = 0 ;
pWriteCache - > m_pSolidMaterial = pReadCache - > m_pSolidMaterial ;
pWriteCache - > m_pBackMaterial = pReadCache - > m_pBackMaterial ;
for ( int j = 0 ; j ! = iCacheCount ; + + j )
{
C_RopeKeyframe * pRope = pReadCache - > m_aCache [ j ] ;
if ( pRope = = NULL )
continue ;
pWriteCache - > m_aCache [ pWriteCache - > m_nCacheCount ] = pRope ;
+ + pWriteCache - > m_nCacheCount ;
int iNodes = pRope - > m_RopePhysics . NumNodes ( ) ;
//setup the C_RopeKeyframe::BuildRopeQueuedData_t struct
pWriteRopeQueuedData - > m_iNodeCount = pRope - > m_RopePhysics . NumNodes ( ) ;
pWriteRopeQueuedData - > m_vColorMod = pRope - > m_vColorMod ;
pWriteRopeQueuedData - > m_RopeLength = pRope - > m_RopeLength ;
pWriteRopeQueuedData - > m_Slack = pRope - > m_Slack ;
pWriteRopeQueuedData - > m_pPredictedPositions = pVectorWrite ;
pWriteRopeQueuedData - > m_pLightValues = pVectorWrite + iNodes ;
+ + pWriteRopeQueuedData ;
//make two arrays, one of predicted positions followed immediately by light values
for ( int k = 0 ; k ! = iNodes ; + + k )
{
pVectorWrite [ 0 ] = pRope - > m_RopePhysics . GetNode ( k ) - > m_vPredicted ;
pVectorWrite [ iNodes ] = pRope - > m_LightValues [ k ] ;
+ + pVectorWrite ;
}
pVectorWrite + = iNodes ; //so we don't overwrite the light values with the next rope's predicted positions
}
}
Assert ( ( ( void * ) pVectorWrite = = ( void * ) ( ( ( uint8 * ) pMemory ) + iMemoryNeeded ) ) & & ( ( void * ) pWriteRopeQueuedData = = ( void * ) pVectorDataStart ) ) ;
pCallQueue - > QueueCall ( this , & CRopeManager : : DrawRenderCache_NonQueued , bShadowDepth , pRenderCachesStart , iRenderCacheCount , vForward , vOrigin , pBuildRopeQueuedDataStart ) ;
if ( IsHolidayLightMode ( ) )
{
// With holiday lights we need to also build the ropes non-queued without rendering them
DrawRenderCache_NonQueued ( bShadowDepth , m_aRenderCache . Base ( ) , iRenderCacheCount , vForward , vOrigin , NULL ) ;
}
}
else
{
DrawRenderCache_NonQueued ( bShadowDepth , m_aRenderCache . Base ( ) , iRenderCacheCount , vForward , vOrigin , NULL ) ;
}
}
bool CRopeManager : : IsHolidayLightMode ( void )
{
if ( ! r_ropes_holiday_lights_allowed . GetBool ( ) )
{
return false ;
}
bool bDrawHolidayLights = false ;
# ifdef USES_ECON_ITEMS
if ( ! m_bHolidayInitialized & & GameRules ( ) )
{
m_bHolidayInitialized = true ;
m_bDrawHolidayLights = GameRules ( ) - > IsHolidayActive ( kHoliday_Christmas ) ;
}
bDrawHolidayLights = m_bDrawHolidayLights ;
m_nHolidayLightsStyle = 0 ;
# ifdef TF_CLIENT_DLL
// Turn them on in Pyro-vision too
if ( IsLocalPlayerUsingVisionFilterFlags ( TF_VISION_FILTER_PYRO ) )
{
bDrawHolidayLights = true ;
m_nHolidayLightsStyle = 1 ;
}
# endif // TF_CLIENT_DLL
# endif // USES_ECON_ITEMS
return bDrawHolidayLights ;
}
int CRopeManager : : GetHolidayLightStyle ( void )
{
return m_nHolidayLightsStyle ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRopeManager : : RenderNonSolidRopes ( IMatRenderContext * pRenderContext , IMaterial * pMaterial , int nVertCount , int nIndexCount )
{
// Render the solid portion of the ropes.
CMeshBuilder meshBuilder ;
IMesh * pMesh = pRenderContext - > GetDynamicMesh ( true , NULL , NULL , pMaterial ) ;
meshBuilder . Begin ( pMesh , MATERIAL_TRIANGLES , nVertCount , nIndexCount ) ;
CBeamSegDraw beamSegment ;
int nVerts = 0 ;
for ( int iSegmentCache = 0 ; iSegmentCache < m_nSegmentCacheCount ; + + iSegmentCache )
{
int nSegmentCount = m_aSegmentCache [ iSegmentCache ] . m_nSegmentCount ;
beamSegment . Start ( pRenderContext , nSegmentCount , pMaterial , & meshBuilder , nVerts ) ;
for ( int iSegment = 0 ; iSegment < nSegmentCount ; + + iSegment )
{
beamSegment . NextSeg ( & m_aSegmentCache [ iSegmentCache ] . m_Segments [ iSegment ] ) ;
}
beamSegment . End ( ) ;
nVerts + = ( m_aSegmentCache [ iSegmentCache ] . m_nSegmentCount * 2 ) ;
}
meshBuilder . End ( ) ;
pMesh - > Draw ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRopeManager : : RenderSolidRopes ( IMatRenderContext * pRenderContext , IMaterial * pMaterial , int nVertCount , int nIndexCount , bool bRenderNonSolid )
{
// Render the solid portion of the ropes.
CMeshBuilder meshBuilder ;
IMesh * pMesh = pRenderContext - > GetDynamicMesh ( true , NULL , NULL , pMaterial ) ;
meshBuilder . Begin ( pMesh , MATERIAL_TRIANGLES , nVertCount , nIndexCount ) ;
CBeamSegDraw beamSegment ;
if ( bRenderNonSolid )
{
int nVerts = 0 ;
for ( int iSegmentCache = 0 ; iSegmentCache < m_nSegmentCacheCount ; + + iSegmentCache )
{
RopeSegData_t * pSegData = & m_aSegmentCache [ iSegmentCache ] ;
// If it's all going to be 0 alpha, then just skip drawing this one.
if ( rope_solid_minalpha . GetFloat ( ) = = 0.0 & & pSegData - > m_flMaxBackWidth < = rope_solid_minwidth . GetFloat ( ) )
continue ;
int nSegmentCount = m_aSegmentCache [ iSegmentCache ] . m_nSegmentCount ;
beamSegment . Start ( pRenderContext , nSegmentCount , pMaterial , & meshBuilder , nVerts ) ;
for ( int iSegment = 0 ; iSegment < nSegmentCount ; + + iSegment )
{
BeamSeg_t * pSeg = & m_aSegmentCache [ iSegmentCache ] . m_Segments [ iSegment ] ;
pSeg - > m_flWidth = m_aSegmentCache [ iSegmentCache ] . m_BackWidths [ iSegment ] ;
// To avoid aliasing, the "solid" version of the rope on xbox is just "more solid",
// and it has its own values controlling its alpha.
pSeg - > m_flAlpha = RemapVal ( pSeg - > m_flWidth ,
rope_solid_minwidth . GetFloat ( ) ,
rope_solid_maxwidth . GetFloat ( ) ,
rope_solid_minalpha . GetFloat ( ) ,
rope_solid_maxalpha . GetFloat ( ) ) ;
pSeg - > m_flAlpha = clamp ( pSeg - > m_flAlpha , 0.0f , 1.0f ) ;
beamSegment . NextSeg ( & m_aSegmentCache [ iSegmentCache ] . m_Segments [ iSegment ] ) ;
}
beamSegment . End ( ) ;
nVerts + = ( m_aSegmentCache [ iSegmentCache ] . m_nSegmentCount * 2 ) ;
}
}
else
{
int nVerts = 0 ;
for ( int iSegmentCache = 0 ; iSegmentCache < m_nSegmentCacheCount ; + + iSegmentCache )
{
int nSegmentCount = m_aSegmentCache [ iSegmentCache ] . m_nSegmentCount ;
beamSegment . Start ( pRenderContext , nSegmentCount , pMaterial , & meshBuilder , nVerts ) ;
for ( int iSegment = 0 ; iSegment < nSegmentCount ; + + iSegment )
{
beamSegment . NextSeg ( & m_aSegmentCache [ iSegmentCache ] . m_Segments [ iSegment ] ) ;
}
beamSegment . End ( ) ;
nVerts + = ( m_aSegmentCache [ iSegmentCache ] . m_nSegmentCount * 2 ) ;
}
}
meshBuilder . End ( ) ;
pMesh - > Draw ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRopeManager : : ResetSegmentCache ( int nMaxSegments )
{
MEM_ALLOC_CREDIT ( ) ;
m_nSegmentCacheCount = 0 ;
if ( nMaxSegments )
m_aSegmentCache . EnsureCount ( nMaxSegments ) ;
else
m_aSegmentCache . Purge ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
RopeSegData_t * CRopeManager : : GetNextSegmentFromCache ( void )
{
if ( m_nSegmentCacheCount > = m_aSegmentCache . Count ( ) )
{
Warning ( " CRopeManager::GetNextSegmentFromCache too many segments for cache! \n " ) ;
return NULL ;
}
+ + m_nSegmentCacheCount ;
return & m_aSegmentCache [ m_nSegmentCacheCount - 1 ] ;
}
void CRopeManager : : RemoveRopeFromQueuedRenderCaches ( C_RopeKeyframe * pRope )
{
//remove this rope from queued render caches
AUTO_LOCK ( m_RenderCacheMutex ) ;
int index = m_RopeQueuedRenderCaches . Head ( ) ;
while ( m_RopeQueuedRenderCaches . IsValidIndex ( index ) )
{
RopeQueuedRenderCache_t & RenderCacheData = m_RopeQueuedRenderCaches [ index ] ;
for ( int i = 0 ; i ! = RenderCacheData . iCacheCount ; + + i )
{
RopeRenderData_t * pCache = & RenderCacheData . pCaches [ i ] ;
for ( int j = 0 ; j ! = pCache - > m_nCacheCount ; + + j )
{
if ( pCache - > m_aCache [ j ] = = pRope )
{
pCache - > m_aCache [ j ] = NULL ;
}
}
}
index = m_RopeQueuedRenderCaches . Next ( index ) ;
}
}
//=============================================================================
// ------------------------------------------------------------------------------------ //
// Global functions.
// ------------------------------------------------------------------------------------ //
void Rope_ResetCounters ( )
{
g_RopeCollideTicks . Init ( ) ;
g_RopeDrawTicks . Init ( ) ;
g_RopeSimulateTicks . Init ( ) ;
g_nRopePointsSimulated = 0 ;
}
// ------------------------------------------------------------------------------------ //
// This handles the rope shake command.
// ------------------------------------------------------------------------------------ //
void ShakeRopesCallback ( const CEffectData & data )
{
Vector vCenter = data . m_vOrigin ;
float flRadius = data . m_flRadius ;
float flMagnitude = data . m_flMagnitude ;
// Now find any nearby ropes and shake them.
FOR_EACH_LL ( g_Ropes , i )
{
C_RopeKeyframe * pRope = g_Ropes [ i ] ;
pRope - > ShakeRope ( vCenter , flRadius , flMagnitude ) ;
}
}
DECLARE_CLIENT_EFFECT ( " ShakeRopes " , ShakeRopesCallback ) ;
// ------------------------------------------------------------------------------------ //
// C_RopeKeyframe::CPhysicsDelegate
// ------------------------------------------------------------------------------------ //
# define WIND_FORCE_FACTOR 10
void C_RopeKeyframe : : CPhysicsDelegate : : GetNodeForces ( CSimplePhysics : : CNode * pNodes , int iNode , Vector * pAccel )
{
// Gravity.
if ( ! ( m_pKeyframe - > GetRopeFlags ( ) & ROPE_NO_GRAVITY ) )
{
pAccel - > Init ( ROPE_GRAVITY ) ;
}
if ( ! m_pKeyframe - > m_LinksTouchingSomething [ iNode ] & & m_pKeyframe - > m_bApplyWind )
{
Vector vecWindVel ;
GetWindspeedAtTime ( gpGlobals - > curtime , vecWindVel ) ;
if ( vecWindVel . LengthSqr ( ) > 0 )
{
Vector vecWindAccel ;
VectorMA ( * pAccel , WIND_FORCE_FACTOR , vecWindVel , * pAccel ) ;
}
else
{
if ( m_pKeyframe - > m_flCurrentGustTimer < m_pKeyframe - > m_flCurrentGustLifetime )
{
float div = m_pKeyframe - > m_flCurrentGustTimer / m_pKeyframe - > m_flCurrentGustLifetime ;
float scale = 1 - cos ( div * M_PI ) ;
* pAccel + = m_pKeyframe - > m_vWindDir * scale ;
}
}
}
// HACK.. shake the rope around.
static float scale = 15000 ;
if ( rope_shake . GetInt ( ) )
{
* pAccel + = RandomVector ( - scale , scale ) ;
}
// Apply any instananeous forces and reset
* pAccel + = ROPE_IMPULSE_SCALE * m_pKeyframe - > m_flImpulse ;
m_pKeyframe - > m_flImpulse * = ROPE_IMPULSE_DECAY ;
}
void LockNodeDirection (
CSimplePhysics : : CNode * pNodes ,
int parity ,
int nFalloffNodes ,
float flLockAmount ,
float flLockFalloff ,
const Vector & vIdealDir )
{
for ( int i = 0 ; i < nFalloffNodes ; i + + )
{
Vector & v0 = pNodes [ i * parity ] . m_vPos ;
Vector & v1 = pNodes [ ( i + 1 ) * parity ] . m_vPos ;
Vector vDir = v1 - v0 ;
float len = vDir . Length ( ) ;
if ( len > 0.0001f )
{
vDir / = len ;
Vector vActual ;
VectorLerp ( vDir , vIdealDir , flLockAmount , vActual ) ;
v1 = v0 + vActual * len ;
flLockAmount * = flLockFalloff ;
}
}
}
void C_RopeKeyframe : : CPhysicsDelegate : : ApplyConstraints ( CSimplePhysics : : CNode * pNodes , int nNodes )
{
VPROF ( " CPhysicsDelegate::ApplyConstraints " ) ;
CTraceFilterWorldOnly traceFilter ;
// Collide with the world.
if ( ( ( m_pKeyframe - > m_RopeFlags & ROPE_COLLIDE ) & &
rope_collide . GetInt ( ) ) | |
( rope_collide . GetInt ( ) = = 2 ) )
{
CTimeAdder adder ( & g_RopeCollideTicks ) ;
for ( int i = 0 ; i < nNodes ; i + + )
{
CSimplePhysics : : CNode * pNode = & pNodes [ i ] ;
int iIteration ;
int nIterations = 10 ;
for ( iIteration = 0 ; iIteration < nIterations ; iIteration + + )
{
trace_t trace ;
UTIL_TraceHull ( pNode - > m_vPrevPos , pNode - > m_vPos ,
Vector ( - 2 , - 2 , - 2 ) , Vector ( 2 , 2 , 2 ) , MASK_SOLID_BRUSHONLY , & traceFilter , & trace ) ;
if ( trace . fraction = = 1 )
break ;
if ( trace . fraction = = 0 | | trace . allsolid | | trace . startsolid )
{
m_pKeyframe - > m_LinksTouchingSomething [ i ] = true ;
pNode - > m_vPos = pNode - > m_vPrevPos ;
break ;
}
// Apply some friction.
static float flSlowFactor = 0.3f ;
pNode - > m_vPos - = ( pNode - > m_vPos - pNode - > m_vPrevPos ) * flSlowFactor ;
// Move it out along the face normal.
float distBehind = trace . plane . normal . Dot ( pNode - > m_vPos ) - trace . plane . dist ;
pNode - > m_vPos + = trace . plane . normal * ( - distBehind + 2.2 ) ;
m_pKeyframe - > m_LinksTouchingSomething [ i ] = true ;
}
if ( iIteration = = nIterations )
pNodes [ i ] . m_vPos = pNodes [ i ] . m_vPrevPos ;
}
}
// Lock the endpoints.
QAngle angles ;
if ( m_pKeyframe - > m_fLockedPoints & ROPE_LOCK_START_POINT )
{
m_pKeyframe - > GetEndPointAttachment ( 0 , pNodes [ 0 ] . m_vPos , angles ) ;
if ( ( m_pKeyframe - > m_fLockedPoints & ROPE_LOCK_START_DIRECTION ) & & ( nNodes > 3 ) )
{
Vector forward ;
AngleVectors ( angles , & forward ) ;
int parity = 1 ;
int nFalloffNodes = MIN ( 2 , nNodes - 2 ) ;
LockNodeDirection ( pNodes , parity , nFalloffNodes , g_flLockAmount , g_flLockFalloff , forward ) ;
}
}
if ( m_pKeyframe - > m_fLockedPoints & ROPE_LOCK_END_POINT )
{
m_pKeyframe - > GetEndPointAttachment ( 1 , pNodes [ nNodes - 1 ] . m_vPos , angles ) ;
if ( m_pKeyframe - > m_fLockedPoints & ROPE_LOCK_END_DIRECTION & & ( nNodes > 3 ) )
{
Vector forward ;
AngleVectors ( angles , & forward ) ;
int parity = - 1 ;
int nFalloffNodes = MIN ( 2 , nNodes - 2 ) ;
LockNodeDirection ( & pNodes [ nNodes - 1 ] , parity , nFalloffNodes , g_flLockAmount , g_flLockFalloff , forward ) ;
}
}
}
// ------------------------------------------------------------------------------------ //
// C_RopeKeyframe
// ------------------------------------------------------------------------------------ //
C_RopeKeyframe : : C_RopeKeyframe ( )
{
m_bEndPointAttachmentPositionsDirty = true ;
m_bEndPointAttachmentAnglesDirty = true ;
m_PhysicsDelegate . m_pKeyframe = this ;
m_pMaterial = NULL ;
m_bPhysicsInitted = false ;
m_RopeFlags = 0 ;
m_TextureHeight = 1 ;
m_hStartPoint = m_hEndPoint = NULL ;
m_iStartAttachment = m_iEndAttachment = 0 ;
m_vColorMod . Init ( 1 , 1 , 1 ) ;
m_nLinksTouchingSomething = 0 ;
m_Subdiv = 255 ; // default to using the cvar
m_fLockedPoints = 0 ;
m_fPrevLockedPoints = 0 ;
m_iForcePointMoveCounter = 0 ;
m_flCurScroll = m_flScrollSpeed = 0 ;
m_TextureScale = 4 ; // 4:1
m_flImpulse . Init ( ) ;
g_Ropes . AddToTail ( this ) ;
}
C_RopeKeyframe : : ~ C_RopeKeyframe ( )
{
s_RopeManager . RemoveRopeFromQueuedRenderCaches ( this ) ;
g_Ropes . FindAndRemove ( this ) ;
if ( m_pBackMaterial )
{
m_pBackMaterial - > DecrementReferenceCount ( ) ;
m_pBackMaterial = NULL ;
}
}
C_RopeKeyframe * C_RopeKeyframe : : Create (
C_BaseEntity * pStartEnt ,
C_BaseEntity * pEndEnt ,
int iStartAttachment ,
int iEndAttachment ,
float ropeWidth ,
const char * pMaterialName ,
int numSegments ,
int ropeFlags
)
{
C_RopeKeyframe * pRope = new C_RopeKeyframe ;
pRope - > InitializeAsClientEntity ( NULL , RENDER_GROUP_OPAQUE_ENTITY ) ;
if ( pStartEnt )
{
pRope - > m_hStartPoint = pStartEnt ;
pRope - > m_fLockedPoints | = ROPE_LOCK_START_POINT ;
}
if ( pEndEnt )
{
pRope - > m_hEndPoint = pEndEnt ;
pRope - > m_fLockedPoints | = ROPE_LOCK_END_POINT ;
}
pRope - > m_iStartAttachment = iStartAttachment ;
pRope - > m_iEndAttachment = iEndAttachment ;
pRope - > m_Width = ropeWidth ;
pRope - > m_nSegments = clamp ( numSegments , 2 , ROPE_MAX_SEGMENTS ) ;
pRope - > m_RopeFlags = ropeFlags ;
pRope - > FinishInit ( pMaterialName ) ;
return pRope ;
}
C_RopeKeyframe * C_RopeKeyframe : : CreateFromKeyValues ( C_BaseAnimating * pEnt , KeyValues * pValues )
{
C_RopeKeyframe * pRope = C_RopeKeyframe : : Create (
pEnt ,
pEnt ,
pEnt - > LookupAttachment ( pValues - > GetString ( " StartAttachment " ) ) ,
pEnt - > LookupAttachment ( pValues - > GetString ( " EndAttachment " ) ) ,
pValues - > GetFloat ( " Width " , 0.5 ) ,
pValues - > GetString ( " Material " ) ,
pValues - > GetInt ( " NumSegments " ) ,
0 ) ;
if ( pRope )
{
if ( pValues - > GetInt ( " Gravity " , 1 ) = = 0 )
{
pRope - > m_RopeFlags | = ROPE_NO_GRAVITY ;
}
pRope - > m_RopeLength = pValues - > GetInt ( " Length " ) ;
pRope - > m_TextureScale = pValues - > GetFloat ( " TextureScale " , pRope - > m_TextureScale ) ;
pRope - > m_Slack = 0 ;
pRope - > m_RopeFlags | = ROPE_SIMULATE ;
}
return pRope ;
}
int C_RopeKeyframe : : GetRopesIntersectingAABB ( C_RopeKeyframe * * pRopes , int nMaxRopes , const Vector & vAbsMin , const Vector & vAbsMax )
{
if ( nMaxRopes = = 0 )
return 0 ;
int nRopes = 0 ;
FOR_EACH_LL ( g_Ropes , i )
{
C_RopeKeyframe * pRope = g_Ropes [ i ] ;
Vector v1 , v2 ;
if ( pRope - > GetEndPointPos ( 0 , v1 ) & & pRope - > GetEndPointPos ( 1 , v2 ) )
{
if ( IsBoxIntersectingRay ( v1 , v2 - v1 , vAbsMin , vAbsMax , 0.1f ) )
{
pRopes [ nRopes + + ] = pRope ;
if ( nRopes = = nMaxRopes )
break ;
}
}
}
return nRopes ;
}
void C_RopeKeyframe : : SetSlack ( int slack )
{
m_Slack = slack ;
RecomputeSprings ( ) ;
}
void C_RopeKeyframe : : SetRopeFlags ( int flags )
{
m_RopeFlags = flags ;
UpdateVisibility ( ) ;
}
int C_RopeKeyframe : : GetRopeFlags ( ) const
{
return m_RopeFlags ;
}
void C_RopeKeyframe : : SetupHangDistance ( float flHangDist )
{
C_BaseEntity * pEnt1 = m_hStartPoint ;
C_BaseEntity * pEnt2 = m_hEndPoint ;
if ( ! pEnt1 | | ! pEnt2 )
return ;
QAngle dummyAngles ;
// Calculate starting conditions so we can force it to hang down N inches.
Vector v1 = pEnt1 - > GetAbsOrigin ( ) ;
pEnt1 - > GetAttachment ( m_iStartAttachment , v1 , dummyAngles ) ;
Vector v2 = pEnt2 - > GetAbsOrigin ( ) ;
pEnt2 - > GetAttachment ( m_iEndAttachment , v2 , dummyAngles ) ;
float flSlack , flLen ;
CalcRopeStartingConditions ( v1 , v2 , ROPE_MAX_SEGMENTS , flHangDist , & flLen , & flSlack ) ;
m_RopeLength = ( int ) flLen ;
m_Slack = ( int ) flSlack ;
RecomputeSprings ( ) ;
}
void C_RopeKeyframe : : SetStartEntity ( C_BaseEntity * pEnt )
{
m_hStartPoint = pEnt ;
}
void C_RopeKeyframe : : SetEndEntity ( C_BaseEntity * pEnt )
{
m_hEndPoint = pEnt ;
}
C_BaseEntity * C_RopeKeyframe : : GetStartEntity ( ) const
{
return m_hStartPoint ;
}
C_BaseEntity * C_RopeKeyframe : : GetEndEntity ( ) const
{
return m_hEndPoint ;
}
CSimplePhysics : : IHelper * C_RopeKeyframe : : HookPhysics ( CSimplePhysics : : IHelper * pHook )
{
m_RopePhysics . SetDelegate ( pHook ) ;
return & m_PhysicsDelegate ;
}
void C_RopeKeyframe : : SetColorMod ( const Vector & vColorMod )
{
m_vColorMod = vColorMod ;
}
void C_RopeKeyframe : : RecomputeSprings ( )
{
m_RopePhysics . ResetSpringLength (
( m_RopeLength + m_Slack + ROPESLACK_FUDGEFACTOR ) / ( m_RopePhysics . NumNodes ( ) - 1 ) ) ;
}
void C_RopeKeyframe : : ShakeRope ( const Vector & vCenter , float flRadius , float flMagnitude )
{
// Sum up whatever it would apply to all of our points.
for ( int i = 0 ; i < m_nSegments ; i + + )
{
CSimplePhysics : : CNode * pNode = m_RopePhysics . GetNode ( i ) ;
float flDist = ( pNode - > m_vPos - vCenter ) . Length ( ) ;
float flShakeAmount = 1.0f - flDist / flRadius ;
if ( flShakeAmount > = 0 )
{
m_flImpulse . z + = flShakeAmount * flMagnitude ;
}
}
}
void C_RopeKeyframe : : OnDataChanged ( DataUpdateType_t updateType )
{
BaseClass : : OnDataChanged ( updateType ) ;
m_bNewDataThisFrame = true ;
if ( updateType ! = DATA_UPDATE_CREATED )
return ;
// Figure out the material name.
char str [ 512 ] ;
const model_t * pModel = modelinfo - > GetModel ( m_iRopeMaterialModelIndex ) ;
if ( pModel )
{
Q_strncpy ( str , modelinfo - > GetModelName ( pModel ) , sizeof ( str ) ) ;
// Get rid of the extension because the material system doesn't want it.
char * pExt = Q_stristr ( str , " .vmt " ) ;
if ( pExt )
pExt [ 0 ] = 0 ;
}
else
{
Q_strncpy ( str , " asdf " , sizeof ( str ) ) ;
}
FinishInit ( str ) ;
}
void C_RopeKeyframe : : FinishInit ( const char * pMaterialName )
{
// Get the material from the material system.
m_pMaterial = materials - > FindMaterial ( pMaterialName , TEXTURE_GROUP_OTHER ) ;
if ( m_pMaterial )
m_TextureHeight = m_pMaterial - > GetMappingHeight ( ) ;
else
m_TextureHeight = 1 ;
char backName [ 512 ] ;
Q_snprintf ( backName , sizeof ( backName ) , " %s_back " , pMaterialName ) ;
m_pBackMaterial = materials - > FindMaterial ( backName , TEXTURE_GROUP_OTHER , false ) ;
if ( IsErrorMaterial ( m_pBackMaterial ) )
m_pBackMaterial = NULL ;
if ( m_pBackMaterial )
{
m_pBackMaterial - > IncrementReferenceCount ( ) ;
m_pBackMaterial - > GetMappingWidth ( ) ;
}
// Init rope physics.
m_nSegments = clamp ( m_nSegments , 2 , ROPE_MAX_SEGMENTS ) ;
m_RopePhysics . SetNumNodes ( m_nSegments ) ;
SetCollisionBounds ( Vector ( - 10 , - 10 , - 10 ) , Vector ( 10 , 10 , 10 ) ) ;
// We want to think every frame.
SetNextClientThink ( CLIENT_THINK_ALWAYS ) ;
}
void C_RopeKeyframe : : RunRopeSimulation ( float flSeconds )
{
// First, forget about links touching things.
for ( int i = 0 ; i < m_nSegments ; i + + )
m_LinksTouchingSomething [ i ] = false ;
// Simulate, and it will mark which links touched things.
m_RopePhysics . Simulate ( flSeconds ) ;
// Now count how many links touched something.
m_nLinksTouchingSomething = 0 ;
for ( int i = 0 ; i < m_nSegments ; i + + )
{
if ( m_LinksTouchingSomething [ i ] )
+ + m_nLinksTouchingSomething ;
}
}
Vector C_RopeKeyframe : : ConstrainNode ( const Vector & vNormal , const Vector & vNodePosition , const Vector & vMidpiont , float fNormalLength )
{
// Get triangle edges formed
Vector vMidpointToNode = vNodePosition - vMidpiont ;
Vector vMidpointToNodeProjected = vMidpointToNode . Dot ( vNormal ) * vNormal ;
float fMidpointToNodeLengh = VectorNormalize ( vMidpointToNode ) ;
float fMidpointToNodeProjectedLengh = VectorNormalize ( vMidpointToNodeProjected ) ;
// See if it's past an endpoint
if ( fMidpointToNodeProjectedLengh < fNormalLength + 1.0f )
return vNodePosition ;
// Apply the ratio between the triangles
return vMidpiont + vMidpointToNode * fMidpointToNodeLengh * ( fNormalLength / fMidpointToNodeProjectedLengh ) ;
}
void C_RopeKeyframe : : ConstrainNodesBetweenEndpoints ( void )
{
if ( ! m_bConstrainBetweenEndpoints )
return ;
// Get midpoint and normals
Vector vMidpiont = ( m_vCachedEndPointAttachmentPos [ 0 ] + m_vCachedEndPointAttachmentPos [ 1 ] ) / 2.0f ;
Vector vNormal = vMidpiont - m_vCachedEndPointAttachmentPos [ 0 ] ;
float fNormalLength = VectorNormalize ( vNormal ) ;
// Loop through all the middle segments and ensure their positions are constrained between the endpoints
for ( int i = 1 ; i < m_RopePhysics . NumNodes ( ) - 1 ; + + i )
{
// Fix the current position
m_RopePhysics . GetNode ( i ) - > m_vPos = ConstrainNode ( vNormal , m_RopePhysics . GetNode ( i ) - > m_vPos , vMidpiont , fNormalLength ) ;
// Fix the predicted position
m_RopePhysics . GetNode ( i ) - > m_vPredicted = ConstrainNode ( vNormal , m_RopePhysics . GetNode ( i ) - > m_vPredicted , vMidpiont , fNormalLength ) ;
}
}
void C_RopeKeyframe : : ClientThink ( )
{
// Only recalculate the endpoint attachments once per frame.
m_bEndPointAttachmentPositionsDirty = true ;
m_bEndPointAttachmentAnglesDirty = true ;
if ( ! r_drawropes . GetBool ( ) )
return ;
if ( ! InitRopePhysics ( ) ) // init if not already
return ;
if ( ! DetectRestingState ( m_bApplyWind ) )
{
// Update the simulation.
CTimeAdder adder ( & g_RopeSimulateTicks ) ;
RunRopeSimulation ( gpGlobals - > frametime ) ;
g_nRopePointsSimulated + = m_RopePhysics . NumNodes ( ) ;
m_bNewDataThisFrame = false ;
// Setup a new wind gust?
m_flCurrentGustTimer + = gpGlobals - > frametime ;
m_flTimeToNextGust - = gpGlobals - > frametime ;
if ( m_flTimeToNextGust < = 0 )
{
m_vWindDir = RandomVector ( - 1 , 1 ) ;
VectorNormalize ( m_vWindDir ) ;
static float basicScale = 50 ;
m_vWindDir * = basicScale ;
m_vWindDir * = RandomFloat ( - 1.0f , 1.0f ) ;
m_flCurrentGustTimer = 0 ;
m_flCurrentGustLifetime = RandomFloat ( 2.0f , 3.0f ) ;
m_flTimeToNextGust = RandomFloat ( 3.0f , 4.0f ) ;
}
UpdateBBox ( ) ;
}
}
int C_RopeKeyframe : : DrawModel ( int flags )
{
VPROF_BUDGET ( " C_RopeKeyframe::DrawModel " , VPROF_BUDGETGROUP_ROPES ) ;
if ( ! InitRopePhysics ( ) )
return 0 ;
if ( ! m_bReadyToDraw )
return 0 ;
// Resize the rope
if ( m_RopeFlags & ROPE_RESIZE )
{
RecomputeSprings ( ) ;
}
// If our start & end entities have models, but are nodraw, then we don't draw
if ( m_hStartPoint & & m_hStartPoint - > IsDormant ( ) & & m_hEndPoint & & m_hEndPoint - > IsDormant ( ) )
{
// Check models because rope endpoints are point entities
if ( m_hStartPoint - > GetModelIndex ( ) & & m_hEndPoint - > GetModelIndex ( ) )
return 0 ;
}
ConstrainNodesBetweenEndpoints ( ) ;
RopeManager ( ) - > AddToRenderCache ( this ) ;
return 1 ;
}
bool C_RopeKeyframe : : ShouldDraw ( )
{
if ( ! r_ropetranslucent . GetBool ( ) )
return false ;
if ( ! ( m_RopeFlags & ROPE_SIMULATE ) )
return false ;
return true ;
}
const Vector & C_RopeKeyframe : : WorldSpaceCenter ( ) const
{
return GetAbsOrigin ( ) ;
}
bool C_RopeKeyframe : : GetAttachment ( int number , matrix3x4_t & matrix )
{
int nNodes = m_RopePhysics . NumNodes ( ) ;
if ( ( number ! = ROPE_ATTACHMENT_START_POINT & & number ! = ROPE_ATTACHMENT_END_POINT ) | | nNodes < 2 )
return false ;
// Now setup the orientation based on the last segment.
Vector vForward , origin ;
if ( number = = ROPE_ATTACHMENT_START_POINT )
{
origin = m_RopePhysics . GetNode ( 0 ) - > m_vPredicted ;
vForward = m_RopePhysics . GetNode ( 0 ) - > m_vPredicted - m_RopePhysics . GetNode ( 1 ) - > m_vPredicted ;
}
else
{
origin = m_RopePhysics . GetNode ( nNodes - 1 ) - > m_vPredicted ;
vForward = m_RopePhysics . GetNode ( nNodes - 1 ) - > m_vPredicted - m_RopePhysics . GetNode ( nNodes - 2 ) - > m_vPredicted ;
}
VectorMatrix ( vForward , matrix ) ;
PositionMatrix ( origin , matrix ) ;
return true ;
}
bool C_RopeKeyframe : : GetAttachment ( int number , Vector & origin )
{
int nNodes = m_RopePhysics . NumNodes ( ) ;
if ( ( number ! = ROPE_ATTACHMENT_START_POINT & & number ! = ROPE_ATTACHMENT_END_POINT ) | | nNodes < 2 )
return false ;
// Now setup the orientation based on the last segment.
if ( number = = ROPE_ATTACHMENT_START_POINT )
{
origin = m_RopePhysics . GetNode ( 0 ) - > m_vPredicted ;
}
else
{
origin = m_RopePhysics . GetNode ( nNodes - 1 ) - > m_vPredicted ;
}
return true ;
}
bool C_RopeKeyframe : : GetAttachmentVelocity ( int number , Vector & originVel , Quaternion & angleVel )
{
Assert ( 0 ) ;
return false ;
}
bool C_RopeKeyframe : : GetAttachment ( int number , Vector & origin , QAngle & angles )
{
int nNodes = m_RopePhysics . NumNodes ( ) ;
if ( ( number = = ROPE_ATTACHMENT_START_POINT | | number = = ROPE_ATTACHMENT_END_POINT ) & & nNodes > = 2 )
{
// Now setup the orientation based on the last segment.
Vector vForward ;
if ( number = = ROPE_ATTACHMENT_START_POINT )
{
origin = m_RopePhysics . GetNode ( 0 ) - > m_vPredicted ;
vForward = m_RopePhysics . GetNode ( 0 ) - > m_vPredicted - m_RopePhysics . GetNode ( 1 ) - > m_vPredicted ;
}
else
{
origin = m_RopePhysics . GetNode ( nNodes - 1 ) - > m_vPredicted ;
vForward = m_RopePhysics . GetNode ( nNodes - 1 ) - > m_vPredicted - m_RopePhysics . GetNode ( nNodes - 2 ) - > m_vPredicted ;
}
VectorAngles ( vForward , angles ) ;
return true ;
}
return false ;
}
bool C_RopeKeyframe : : AnyPointsMoved ( )
{
for ( int i = 0 ; i < m_RopePhysics . NumNodes ( ) ; i + + )
{
CSimplePhysics : : CNode * pNode = m_RopePhysics . GetNode ( i ) ;
float flMoveDistSqr = ( pNode - > m_vPos - pNode - > m_vPrevPos ) . LengthSqr ( ) ;
if ( flMoveDistSqr > 0.03f )
return true ;
}
if ( - - m_iForcePointMoveCounter > 0 )
return true ;
return false ;
}
inline bool C_RopeKeyframe : : DidEndPointMove ( int iPt )
{
// If this point isn't locked anyway, just break out.
if ( ! ( m_fLockedPoints & ( 1 < < iPt ) ) )
return false ;
bool bOld = m_bPrevEndPointPos [ iPt ] ;
Vector vOld = m_vPrevEndPointPos [ iPt ] ;
m_bPrevEndPointPos [ iPt ] = GetEndPointPos ( iPt , m_vPrevEndPointPos [ iPt ] ) ;
// If it wasn't and isn't attached to anything, don't register a change.
if ( ! bOld & & ! m_bPrevEndPointPos [ iPt ] )
return true ;
// Register a change if the endpoint moves.
if ( ! VectorsAreEqual ( vOld , m_vPrevEndPointPos [ iPt ] , 0.1 ) )
return true ;
return false ;
}
bool C_RopeKeyframe : : DetectRestingState ( bool & bApplyWind )
{
bApplyWind = false ;
if ( m_fPrevLockedPoints ! = m_fLockedPoints )
{
// Force it to move the points for some number of frames when they get detached or
// after we get new data. This allows them to accelerate from gravity.
m_iForcePointMoveCounter = 10 ;
m_fPrevLockedPoints = m_fLockedPoints ;
return false ;
}
if ( m_bNewDataThisFrame )
{
// Simulate if anything about us changed this frame, such as our position due to hierarchy.
// FIXME: this won't work when hierarchy is client side
return false ;
}
// Make sure our attachment points haven't moved.
if ( DidEndPointMove ( 0 ) | | DidEndPointMove ( 1 ) )
return false ;
// See how close we are to the line.
Vector & vEnd1 = m_RopePhysics . GetFirstNode ( ) - > m_vPos ;
Vector & vEnd2 = m_RopePhysics . GetLastNode ( ) - > m_vPos ;
if ( ! ( m_RopeFlags & ROPE_NO_WIND ) )
{
// Don't apply wind if more than half of the nodes are touching something.
float flDist1 = CalcDistanceToLineSegment ( MainViewOrigin ( ) , vEnd1 , vEnd2 ) ;
if ( m_nLinksTouchingSomething < ( m_RopePhysics . NumNodes ( ) > > 1 ) )
bApplyWind = flDist1 < rope_wind_dist . GetFloat ( ) ;
}
if ( m_flPreviousImpulse ! = m_flImpulse )
{
m_flPreviousImpulse = m_flImpulse ;
return false ;
}
return ! AnyPointsMoved ( ) & & ! bApplyWind & & ! rope_shake . GetInt ( ) ;
}
// simple struct to precompute basis for catmull rom splines for faster evaluation
struct catmull_t
{
Vector t3 ;
Vector t2 ;
Vector t ;
Vector c ;
} ;
// bake out the terms of the catmull rom spline
void Catmull_Rom_Spline_Matrix ( const Vector & p1 , const Vector & p2 , const Vector & p3 , const Vector & p4 , catmull_t & output )
{
output . t3 = 0.5f * ( ( - 1 * p1 ) + ( 3 * p2 ) + ( - 3 * p3 ) + p4 ) ; // 0.5 t^3 * [ (-1*p1) + ( 3*p2) + (-3*p3) + p4 ]
output . t2 = 0.5f * ( ( 2 * p1 ) + ( - 5 * p2 ) + ( 4 * p3 ) - p4 ) ; // 0.5 t^2 * [ ( 2*p1) + (-5*p2) + ( 4*p3) - p4 ]
output . t = 0.5f * ( ( - 1 * p1 ) + p3 ) ; // 0.5 t * [ (-1*p1) + p3 ]
output . c = p2 ; // p2
}
// evaluate one point on the spline, t is a vector of (t, t^2, t^3)
inline void Catmull_Rom_Eval ( const catmull_t & spline , const Vector & t , Vector & output )
{
Assert ( spline . c . IsValid ( ) ) ;
Assert ( spline . t . IsValid ( ) ) ;
Assert ( spline . t2 . IsValid ( ) ) ;
Assert ( spline . t3 . IsValid ( ) ) ;
output = spline . c + ( t . x * spline . t ) + ( t . y * spline . t2 ) + ( t . z * spline . t3 ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_RopeKeyframe : : BuildRope ( RopeSegData_t * pSegmentData , const Vector & vCurrentViewForward , const Vector & vCurrentViewOrigin , C_RopeKeyframe : : BuildRopeQueuedData_t * pQueuedData , bool bQueued )
{
if ( ! pSegmentData )
return ;
// Get the lighting values.
Vector * pLightValues = ( mat_fullbright . GetInt ( ) = = 1 ) ? g_FullBright_LightValues : pQueuedData - > m_pLightValues ;
// Update the rope subdivisions if necessary.
int nSubdivCount ;
Vector * pSubdivVecList = GetRopeSubdivVectors ( & nSubdivCount ) ;
int nSegmentCount = 0 ;
int iPrevNode = 0 ;
const float subdivScale = 1.0f / ( nSubdivCount + 1 ) ;
const int nodeCount = pQueuedData - > m_iNodeCount ;
const int lastNode = nodeCount - 1 ;
catmull_t spline ;
Vector * pPredictedPositions = pQueuedData - > m_pPredictedPositions ;
Vector vColorMod = pQueuedData - > m_vColorMod ;
for ( int iNode = 0 ; iNode < nodeCount ; + + iNode )
{
pSegmentData - > m_Segments [ nSegmentCount ] . m_vPos = pPredictedPositions [ iNode ] ;
pSegmentData - > m_Segments [ nSegmentCount ] . m_vColor = pLightValues [ iNode ] * vColorMod ;
CEffectData data ;
if ( ! bQueued & & RopeManager ( ) - > IsHolidayLightMode ( ) & & r_rope_holiday_light_scale . GetFloat ( ) > 0.0f )
{
data . m_nMaterial = ( intp ) this ;
data . m_nHitBox = ( iNode < < 8 ) ;
data . m_flScale = r_rope_holiday_light_scale . GetFloat ( ) ;
data . m_vOrigin = pSegmentData - > m_Segments [ nSegmentCount ] . m_vPos ;
DispatchEffect ( " TF_HolidayLight " , data ) ;
}
+ + nSegmentCount ;
if ( iNode < lastNode )
{
// Draw a midpoint to the next segment.
int iNext = iNode + 1 ;
int iNextNext = iNode + 2 ;
if ( iNext > = nodeCount )
{
iNext = iNextNext = lastNode ;
}
else if ( iNextNext > = nodeCount )
{
iNextNext = lastNode ;
}
Vector vecColorInc = subdivScale * ( ( pLightValues [ iNode + 1 ] - pLightValues [ iNode ] ) * vColorMod ) ;
// precompute spline basis
Catmull_Rom_Spline_Matrix ( pPredictedPositions [ iPrevNode ] , pPredictedPositions [ iNode ] ,
pPredictedPositions [ iNext ] , pPredictedPositions [ iNextNext ] , spline ) ;
for ( int iSubdiv = 0 ; iSubdiv < nSubdivCount ; + + iSubdiv )
{
pSegmentData - > m_Segments [ nSegmentCount ] . m_vColor = pSegmentData - > m_Segments [ nSegmentCount - 1 ] . m_vColor + vecColorInc ;
// simple eval using precomputed basis
Catmull_Rom_Eval ( spline , pSubdivVecList [ iSubdiv ] , pSegmentData - > m_Segments [ nSegmentCount ] . m_vPos ) ;
if ( ! bQueued & & RopeManager ( ) - > IsHolidayLightMode ( ) & & r_rope_holiday_light_scale . GetFloat ( ) > 0.0f )
{
data . m_nHitBox + + ;
data . m_flScale = r_rope_holiday_light_scale . GetFloat ( ) ;
data . m_vOrigin = pSegmentData - > m_Segments [ nSegmentCount ] . m_vPos ;
DispatchEffect ( " TF_HolidayLight " , data ) ;
}
+ + nSegmentCount ;
Assert ( nSegmentCount < = MAX_ROPE_SEGMENTS ) ;
}
iPrevNode = iNode ;
}
}
pSegmentData - > m_nSegmentCount = nSegmentCount ;
pSegmentData - > m_flMaxBackWidth = 0 ;
// Figure out texture scale.
float flPixelsPerInch = 4.0f / m_TextureScale ;
float flTotalTexCoord = flPixelsPerInch * ( pQueuedData - > m_RopeLength + pQueuedData - > m_Slack + ROPESLACK_FUDGEFACTOR ) ;
int nTotalPoints = ( nodeCount - 1 ) * nSubdivCount + 1 ;
float flActualInc = ( flTotalTexCoord / nTotalPoints ) / ( float ) m_TextureHeight ;
// First draw a translucent rope underneath the solid rope for an antialiasing effect.
if ( ShouldUseFakeAA ( m_pBackMaterial ) )
{
// Compute screen width
float flScreenWidth = ScreenWidth ( ) ;
float flHalfScreenWidth = flScreenWidth / 2.0f ;
float flExtraScreenSpaceWidth = rope_smooth_enlarge . GetFloat ( ) ;
float flMinAlpha = rope_smooth_minalpha . GetFloat ( ) ;
float flMaxAlpha = rope_smooth_maxalpha . GetFloat ( ) ;
float flMinScreenSpaceWidth = rope_smooth_minwidth . GetFloat ( ) ;
float flMaxAlphaScreenSpaceWidth = rope_smooth_maxalphawidth . GetFloat ( ) ;
float flTexCoord = m_flCurScroll ;
for ( int iSegment = 0 ; iSegment < nSegmentCount ; + + iSegment )
{
pSegmentData - > m_Segments [ iSegment ] . m_flTexCoord = flTexCoord ;
// Right here, we need to specify a width that will be 1 pixel larger in screen space.
float zCoord = vCurrentViewForward . Dot ( pSegmentData - > m_Segments [ iSegment ] . m_vPos - vCurrentViewOrigin ) ;
zCoord = MAX ( zCoord , 0.1f ) ;
float flScreenSpaceWidth = m_Width * flHalfScreenWidth / zCoord ;
if ( flScreenSpaceWidth < flMinScreenSpaceWidth )
{
pSegmentData - > m_Segments [ iSegment ] . m_flAlpha = flMinAlpha ;
pSegmentData - > m_Segments [ iSegment ] . m_flWidth = flMinScreenSpaceWidth * zCoord / flHalfScreenWidth ;
pSegmentData - > m_BackWidths [ iSegment ] = 0.0f ;
}
else
{
if ( flScreenSpaceWidth > flMaxAlphaScreenSpaceWidth )
{
pSegmentData - > m_Segments [ iSegment ] . m_flAlpha = flMaxAlpha ;
}
else
{
pSegmentData - > m_Segments [ iSegment ] . m_flAlpha = RemapVal ( flScreenSpaceWidth , flMinScreenSpaceWidth , flMaxAlphaScreenSpaceWidth , flMinAlpha , flMaxAlpha ) ;
}
pSegmentData - > m_Segments [ iSegment ] . m_flWidth = m_Width ;
pSegmentData - > m_BackWidths [ iSegment ] = m_Width - ( zCoord * flExtraScreenSpaceWidth ) / flScreenWidth ;
if ( pSegmentData - > m_BackWidths [ iSegment ] < 0.0f )
{
pSegmentData - > m_BackWidths [ iSegment ] = 0.0f ;
}
else
{
pSegmentData - > m_flMaxBackWidth = MAX ( pSegmentData - > m_flMaxBackWidth , pSegmentData - > m_BackWidths [ iSegment ] ) ;
}
}
// Get the next texture coordinate.
flTexCoord + = flActualInc ;
}
}
else
{
float flTexCoord = m_flCurScroll ;
// Build the data with no smoothing.
for ( int iSegment = 0 ; iSegment < nSegmentCount ; + + iSegment )
{
pSegmentData - > m_Segments [ iSegment ] . m_flTexCoord = flTexCoord ;
pSegmentData - > m_Segments [ iSegment ] . m_flAlpha = 0.3f ;
pSegmentData - > m_Segments [ iSegment ] . m_flWidth = m_Width ;
pSegmentData - > m_BackWidths [ iSegment ] = - 1.0f ;
// Get the next texture coordinate.
flTexCoord + = flActualInc ;
}
}
}
void C_RopeKeyframe : : UpdateBBox ( )
{
Vector & vStart = m_RopePhysics . GetFirstNode ( ) - > m_vPos ;
Vector & vEnd = m_RopePhysics . GetLastNode ( ) - > m_vPos ;
Vector mins , maxs ;
VectorMin ( vStart , vEnd , mins ) ;
VectorMax ( vStart , vEnd , maxs ) ;
for ( int i = 1 ; i < m_RopePhysics . NumNodes ( ) - 1 ; i + + )
{
const Vector & vPos = m_RopePhysics . GetNode ( i ) - > m_vPos ;
AddPointToBounds ( vPos , mins , maxs ) ;
}
mins - = GetAbsOrigin ( ) ;
maxs - = GetAbsOrigin ( ) ;
SetCollisionBounds ( mins , maxs ) ;
}
bool C_RopeKeyframe : : InitRopePhysics ( )
{
if ( ! ( m_RopeFlags & ROPE_SIMULATE ) )
return 0 ;
if ( m_bPhysicsInitted )
{
return true ;
}
// Must have both entities to work.
m_bPrevEndPointPos [ 0 ] = GetEndPointPos ( 0 , m_vPrevEndPointPos [ 0 ] ) ;
if ( ! m_bPrevEndPointPos [ 0 ] )
return false ;
// They're allowed to not have an end attachment point so the rope can dangle.
m_bPrevEndPointPos [ 1 ] = GetEndPointPos ( 1 , m_vPrevEndPointPos [ 1 ] ) ;
if ( ! m_bPrevEndPointPos [ 1 ] )
m_vPrevEndPointPos [ 1 ] = m_vPrevEndPointPos [ 0 ] ;
const Vector & vStart = m_vPrevEndPointPos [ 0 ] ;
const Vector & vAttached = m_vPrevEndPointPos [ 1 ] ;
m_RopePhysics . SetupSimulation ( 0 , & m_PhysicsDelegate ) ;
RecomputeSprings ( ) ;
m_RopePhysics . Restart ( ) ;
// Initialize the positions of the nodes.
for ( int i = 0 ; i < m_RopePhysics . NumNodes ( ) ; i + + )
{
CSimplePhysics : : CNode * pNode = m_RopePhysics . GetNode ( i ) ;
float t = ( float ) i / ( m_RopePhysics . NumNodes ( ) - 1 ) ;
VectorLerp ( vStart , vAttached , t , pNode - > m_vPos ) ;
pNode - > m_vPrevPos = pNode - > m_vPos ;
}
// Simulate for a bit to let it sag.
if ( m_RopeFlags & ROPE_INITIAL_HANG )
{
RunRopeSimulation ( 5 ) ;
}
CalcLightValues ( ) ;
// Set our bounds for visibility.
UpdateBBox ( ) ;
m_flTimeToNextGust = RandomFloat ( 1.0f , 3.0f ) ;
m_bPhysicsInitted = true ;
return true ;
}
bool C_RopeKeyframe : : CalculateEndPointAttachment ( C_BaseEntity * pEnt , int iAttachment , Vector & vPos , QAngle * pAngles )
{
VPROF_BUDGET ( " C_RopeKeyframe::CalculateEndPointAttachment " , VPROF_BUDGETGROUP_ROPES ) ;
if ( ! pEnt )
return false ;
if ( m_RopeFlags & ROPE_PLAYER_WPN_ATTACH )
{
C_BasePlayer * pPlayer = dynamic_cast < C_BasePlayer * > ( pEnt ) ;
if ( pPlayer )
{
C_BaseAnimating * pModel = pPlayer - > GetRenderedWeaponModel ( ) ;
if ( ! pModel )
return false ;
int iAttachment = pModel - > LookupAttachment ( " buff_attach " ) ;
if ( pAngles )
return pModel - > GetAttachment ( iAttachment , vPos , * pAngles ) ;
return pModel - > GetAttachment ( iAttachment , vPos ) ;
}
}
if ( iAttachment > 0 )
{
bool bOk ;
if ( pAngles )
{
bOk = pEnt - > GetAttachment ( iAttachment , vPos , * pAngles ) ;
}
else
{
bOk = pEnt - > GetAttachment ( iAttachment , vPos ) ;
}
if ( bOk )
return true ;
}
vPos = pEnt - > WorldSpaceCenter ( ) ;
if ( pAngles )
{
* pAngles = pEnt - > GetAbsAngles ( ) ;
}
return true ;
}
bool C_RopeKeyframe : : GetEndPointPos ( int iPt , Vector & vPos )
{
// By caching the results here, we avoid doing this a bunch of times per frame.
if ( m_bEndPointAttachmentPositionsDirty )
{
CalculateEndPointAttachment ( m_hStartPoint , m_iStartAttachment , m_vCachedEndPointAttachmentPos [ 0 ] , NULL ) ;
CalculateEndPointAttachment ( m_hEndPoint , m_iEndAttachment , m_vCachedEndPointAttachmentPos [ 1 ] , NULL ) ;
m_bEndPointAttachmentPositionsDirty = false ;
}
Assert ( iPt = = 0 | | iPt = = 1 ) ;
vPos = m_vCachedEndPointAttachmentPos [ iPt ] ;
return true ;
}
IMaterial * C_RopeKeyframe : : GetSolidMaterial ( void )
{
# ifdef TF_CLIENT_DLL
if ( RopeManager ( ) - > IsHolidayLightMode ( ) )
{
if ( RopeManager ( ) - > GetHolidayLightStyle ( ) = = 1 )
{
return materials - > FindMaterial ( " cable/pure_white " , TEXTURE_GROUP_OTHER ) ;
}
}
# endif
return m_pMaterial ;
}
IMaterial * C_RopeKeyframe : : GetBackMaterial ( void )
{
return m_pBackMaterial ;
}
bool C_RopeKeyframe : : GetEndPointAttachment ( int iPt , Vector & vPos , QAngle & angle )
{
// By caching the results here, we avoid doing this a bunch of times per frame.
if ( m_bEndPointAttachmentPositionsDirty | | m_bEndPointAttachmentAnglesDirty )
{
CalculateEndPointAttachment ( m_hStartPoint , m_iStartAttachment , m_vCachedEndPointAttachmentPos [ 0 ] , & m_vCachedEndPointAttachmentAngle [ 0 ] ) ;
CalculateEndPointAttachment ( m_hEndPoint , m_iEndAttachment , m_vCachedEndPointAttachmentPos [ 1 ] , & m_vCachedEndPointAttachmentAngle [ 1 ] ) ;
m_bEndPointAttachmentPositionsDirty = false ;
m_bEndPointAttachmentAnglesDirty = false ;
}
Assert ( iPt = = 0 | | iPt = = 1 ) ;
vPos = m_vCachedEndPointAttachmentPos [ iPt ] ;
angle = m_vCachedEndPointAttachmentAngle [ iPt ] ;
return true ;
}
// Look at the global cvar and recalculate rope subdivision data if necessary.
Vector * C_RopeKeyframe : : GetRopeSubdivVectors ( int * nSubdivs )
{
if ( m_RopeFlags & ROPE_BARBED )
{
* nSubdivs = g_nBarbedSubdivs ;
return g_BarbedSubdivs ;
}
else
{
int subdiv = m_Subdiv ;
if ( subdiv = = 255 )
{
subdiv = rope_subdiv . GetInt ( ) ;
}
if ( subdiv > = MAX_ROPE_SUBDIVS )
subdiv = MAX_ROPE_SUBDIVS - 1 ;
* nSubdivs = subdiv ;
return g_RopeSubdivs [ subdiv ] ;
}
}
void C_RopeKeyframe : : CalcLightValues ( )
{
Vector boxColors [ 6 ] ;
for ( int i = 0 ; i < m_RopePhysics . NumNodes ( ) ; i + + )
{
const Vector & vPos = m_RopePhysics . GetNode ( i ) - > m_vPredicted ;
engine - > ComputeLighting ( vPos , NULL , true , m_LightValues [ i ] , boxColors ) ;
if ( ! rope_averagelight . GetInt ( ) )
{
// The engine averages the lighting across the 6 box faces, but we would rather just get the MAX intensity
// since we do our own half-lambert lighting in the rope shader to simulate directionality.
//
// So here, we take the average of all the incoming light, and scale it to use the max intensity of all the box sides.
float flMaxIntensity = 0 ;
for ( int iSide = 0 ; iSide < 6 ; iSide + + )
{
float flLen = boxColors [ iSide ] . Length ( ) ;
flMaxIntensity = MAX ( flMaxIntensity , flLen ) ;
}
VectorNormalize ( m_LightValues [ i ] ) ;
m_LightValues [ i ] * = flMaxIntensity ;
float flMax = MAX ( m_LightValues [ i ] . x , MAX ( m_LightValues [ i ] . y , m_LightValues [ i ] . z ) ) ;
if ( flMax > 1 )
m_LightValues [ i ] / = flMax ;
}
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void C_RopeKeyframe : : ReceiveMessage ( int classID , bf_read & msg )
{
if ( classID ! = GetClientClass ( ) - > m_ClassID )
{
// message is for subclass
BaseClass : : ReceiveMessage ( classID , msg ) ;
return ;
}
// Read instantaneous fore data
m_flImpulse . x = msg . ReadFloat ( ) ;
m_flImpulse . y = msg . ReadFloat ( ) ;
m_flImpulse . z = msg . ReadFloat ( ) ;
}