//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Used to fire events based on the orientation of a given entity. // // Looks at its target's anglular velocity every frame and fires outputs // as the angular velocity passes a given threshold value. // //=============================================================================// #include "cbase.h" #include "entityinput.h" #include "entityoutput.h" #include "eventqueue.h" #include "mathlib/mathlib.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" enum { AVELOCITY_SENSOR_NO_LAST_RESULT = -2 }; ConVar g_debug_angularsensor( "g_debug_angularsensor", "0", FCVAR_CHEAT ); class CPointAngularVelocitySensor : public CPointEntity { DECLARE_CLASS( CPointAngularVelocitySensor, CPointEntity ); public: CPointAngularVelocitySensor(); void Activate(void); void Spawn(void); void Think(void); private: float SampleAngularVelocity(CBaseEntity *pEntity); int CompareToThreshold(CBaseEntity *pEntity, float flThreshold, bool bFireVelocityOutput); void FireCompareOutput(int nCompareResult, CBaseEntity *pActivator); void DrawDebugLines( void ); // Input handlers void InputTest( inputdata_t &inputdata ); void InputTestWithInterval( inputdata_t &inputdata ); EHANDLE m_hTargetEntity; // Entity whose angles are being monitored. float m_flThreshold; // The threshold angular velocity that we are looking for. int m_nLastCompareResult; // The comparison result from our last measurement, expressed as -1, 0, or 1 int m_nLastFireResult; // The last result for which we fire the output. float m_flFireTime; float m_flFireInterval; float m_flLastAngVelocity; QAngle m_lastOrientation; Vector m_vecAxis; bool m_bUseHelper; // Outputs COutputFloat m_AngularVelocity; // Compare the target's angular velocity to the threshold velocity and fire the appropriate output. // These outputs are filtered by m_flFireInterval to ignore excessive oscillations. COutputEvent m_OnLessThan; COutputEvent m_OnLessThanOrEqualTo; COutputEvent m_OnGreaterThan; COutputEvent m_OnGreaterThanOrEqualTo; COutputEvent m_OnEqualTo; DECLARE_DATADESC(); }; LINK_ENTITY_TO_CLASS(point_angularvelocitysensor, CPointAngularVelocitySensor); BEGIN_DATADESC( CPointAngularVelocitySensor ) // Fields DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ), DEFINE_KEYFIELD(m_flThreshold, FIELD_FLOAT, "threshold"), DEFINE_FIELD(m_nLastCompareResult, FIELD_INTEGER), DEFINE_FIELD( m_nLastFireResult, FIELD_INTEGER ), DEFINE_FIELD( m_flFireTime, FIELD_TIME ), DEFINE_KEYFIELD( m_flFireInterval, FIELD_FLOAT, "fireinterval" ), DEFINE_FIELD( m_flLastAngVelocity, FIELD_FLOAT ), DEFINE_FIELD( m_lastOrientation, FIELD_VECTOR ), // Inputs DEFINE_INPUTFUNC(FIELD_VOID, "Test", InputTest), DEFINE_INPUTFUNC(FIELD_VOID, "TestWithInterval", InputTestWithInterval), // Outputs DEFINE_OUTPUT(m_OnLessThan, "OnLessThan"), DEFINE_OUTPUT(m_OnLessThanOrEqualTo, "OnLessThanOrEqualTo"), DEFINE_OUTPUT(m_OnGreaterThan, "OnGreaterThan"), DEFINE_OUTPUT(m_OnGreaterThanOrEqualTo, "OnGreaterThanOrEqualTo"), DEFINE_OUTPUT(m_OnEqualTo, "OnEqualTo"), DEFINE_OUTPUT(m_AngularVelocity, "AngularVelocity"), DEFINE_KEYFIELD( m_vecAxis, FIELD_VECTOR, "axis" ), DEFINE_KEYFIELD( m_bUseHelper, FIELD_BOOLEAN, "usehelper" ), END_DATADESC() //----------------------------------------------------------------------------- // Purpose: constructor provides default values //----------------------------------------------------------------------------- CPointAngularVelocitySensor::CPointAngularVelocitySensor() { m_flFireInterval = 0.2f; } //----------------------------------------------------------------------------- // Purpose: Called when spawning after parsing keyvalues. //----------------------------------------------------------------------------- void CPointAngularVelocitySensor::Spawn(void) { m_flThreshold = fabs(m_flThreshold); m_nLastFireResult = AVELOCITY_SENSOR_NO_LAST_RESULT; m_nLastCompareResult = AVELOCITY_SENSOR_NO_LAST_RESULT; // m_flFireInterval = 0.2; m_lastOrientation = vec3_angle; } //----------------------------------------------------------------------------- // Purpose: Called after all entities in the map have spawned. //----------------------------------------------------------------------------- void CPointAngularVelocitySensor::Activate(void) { BaseClass::Activate(); m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target ); if (m_hTargetEntity) { SetNextThink( gpGlobals->curtime ); } } //----------------------------------------------------------------------------- // Purpose: Draws magic lines... //----------------------------------------------------------------------------- void CPointAngularVelocitySensor::DrawDebugLines( void ) { if ( m_hTargetEntity ) { Vector vForward, vRight, vUp; AngleVectors( m_hTargetEntity->GetAbsAngles(), &vForward, &vRight, &vUp ); NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vForward * 64, 255, 0, 0, false, 0 ); NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vRight * 64, 0, 255, 0, false, 0 ); NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vUp * 64, 0, 0, 255, false, 0 ); } if ( m_bUseHelper == true ) { QAngle Angles; Vector vAxisForward, vAxisRight, vAxisUp; Vector vLine = m_vecAxis - GetAbsOrigin(); VectorNormalize( vLine ); VectorAngles( vLine, Angles ); AngleVectors( Angles, &vAxisForward, &vAxisRight, &vAxisUp ); NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vAxisForward * 64, 255, 0, 0, false, 0 ); NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vAxisRight * 64, 0, 255, 0, false, 0 ); NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vAxisUp * 64, 0, 0, 255, false, 0 ); } } //----------------------------------------------------------------------------- // Purpose: Returns the magnitude of the entity's angular velocity. //----------------------------------------------------------------------------- float CPointAngularVelocitySensor::SampleAngularVelocity(CBaseEntity *pEntity) { if (pEntity->GetMoveType() == MOVETYPE_VPHYSICS) { IPhysicsObject *pPhys = pEntity->VPhysicsGetObject(); if (pPhys != NULL) { Vector vecVelocity; AngularImpulse vecAngVelocity; pPhys->GetVelocity(&vecVelocity, &vecAngVelocity); QAngle angles; pPhys->GetPosition( NULL, &angles ); float dt = gpGlobals->curtime - GetLastThink(); if ( dt == 0 ) dt = 0.1; // HACKHACK: We don't expect a real 'delta' orientation here, just enough of an error estimate to tell if this thing // is trying to move, but failing. QAngle delta = angles - m_lastOrientation; if ( ( delta.Length() / dt ) < ( vecAngVelocity.Length() * 0.01 ) ) { return 0.0f; } m_lastOrientation = angles; if ( m_bUseHelper == false ) { return vecAngVelocity.Length(); } else { Vector vLine = m_vecAxis - GetAbsOrigin(); VectorNormalize( vLine ); Vector vecWorldAngVelocity; pPhys->LocalToWorldVector( &vecWorldAngVelocity, vecAngVelocity ); float flDot = DotProduct( vecWorldAngVelocity, vLine ); return flDot; } } } else { QAngle vecAngVel = pEntity->GetLocalAngularVelocity(); float flMax = MAX(fabs(vecAngVel[PITCH]), fabs(vecAngVel[YAW])); return MAX(flMax, fabs(vecAngVel[ROLL])); } return 0; } //----------------------------------------------------------------------------- // Purpose: Compares the given entity's angular velocity to the threshold velocity. // Input : pEntity - Entity whose angular velocity is being measured. // flThreshold - // Output : Returns -1 if less than, 0 if equal to, or 1 if greater than the threshold. //----------------------------------------------------------------------------- int CPointAngularVelocitySensor::CompareToThreshold(CBaseEntity *pEntity, float flThreshold, bool bFireVelocityOutput) { if (pEntity == NULL) { return 0; } float flAngVelocity = SampleAngularVelocity(pEntity); if ( g_debug_angularsensor.GetBool() ) { DrawDebugLines(); } if (bFireVelocityOutput && (flAngVelocity != m_flLastAngVelocity)) { m_AngularVelocity.Set(flAngVelocity, pEntity, this); m_flLastAngVelocity = flAngVelocity; } if (flAngVelocity > flThreshold) { return 1; } if (flAngVelocity == flThreshold) { return 0; } return -1; } //----------------------------------------------------------------------------- // Called every frame to sense the angular velocity of the target entity. // Output is filtered by m_flFireInterval to ignore excessive oscillations. //----------------------------------------------------------------------------- void CPointAngularVelocitySensor::Think(void) { if (m_hTargetEntity != NULL) { // // Check to see if the measure entity's angular velocity has been within // tolerance of the threshold for the given period of time. // int nCompare = CompareToThreshold(m_hTargetEntity, m_flThreshold, true); if (nCompare != m_nLastCompareResult) { // If we've oscillated back to where we last fired the output, don't // fire the same output again. if (nCompare == m_nLastFireResult) { m_flFireTime = 0; } else if (m_nLastCompareResult != AVELOCITY_SENSOR_NO_LAST_RESULT) { // // The value has changed -- reset the timer. We'll fire the output if // it stays at this value until the interval expires. // m_flFireTime = gpGlobals->curtime + m_flFireInterval; } m_nLastCompareResult = nCompare; } else if ((m_flFireTime != 0) && (gpGlobals->curtime >= m_flFireTime)) { // // The compare result has held steady long enough -- time to // fire the output. // FireCompareOutput(nCompare, this); m_nLastFireResult = nCompare; m_flFireTime = 0; } SetNextThink( gpGlobals->curtime ); } } //----------------------------------------------------------------------------- // Fires the output after the fire interval if the velocity is stable. //----------------------------------------------------------------------------- void CPointAngularVelocitySensor::InputTestWithInterval( inputdata_t &inputdata ) { if (m_hTargetEntity != NULL) { m_flFireTime = gpGlobals->curtime + m_flFireInterval; m_nLastFireResult = AVELOCITY_SENSOR_NO_LAST_RESULT; m_nLastCompareResult = CompareToThreshold(m_hTargetEntity, m_flThreshold, true); SetNextThink( gpGlobals->curtime ); } } //----------------------------------------------------------------------------- // Purpose: Input handler for forcing an instantaneous test of the condition. //----------------------------------------------------------------------------- void CPointAngularVelocitySensor::InputTest( inputdata_t &inputdata ) { int nCompareResult = CompareToThreshold(m_hTargetEntity, m_flThreshold, false); FireCompareOutput(nCompareResult, inputdata.pActivator); } //----------------------------------------------------------------------------- // Purpose: Fires the appropriate output based on the given comparison result. // Input : nCompareResult - // pActivator - //----------------------------------------------------------------------------- void CPointAngularVelocitySensor::FireCompareOutput( int nCompareResult, CBaseEntity *pActivator ) { if (nCompareResult == -1) { m_OnLessThan.FireOutput(pActivator, this); m_OnLessThanOrEqualTo.FireOutput(pActivator, this); } else if (nCompareResult == 1) { m_OnGreaterThan.FireOutput(pActivator, this); m_OnGreaterThanOrEqualTo.FireOutput(pActivator, this); } else { m_OnEqualTo.FireOutput(pActivator, this); m_OnLessThanOrEqualTo.FireOutput(pActivator, this); m_OnGreaterThanOrEqualTo.FireOutput(pActivator, this); } } // ============================================================================ // // Simple velocity sensor // // ============================================================================ class CPointVelocitySensor : public CPointEntity { DECLARE_CLASS( CPointVelocitySensor, CPointEntity ); public: void Spawn(); void Activate( void ); void Think( void ); private: void SampleVelocity( void ); EHANDLE m_hTargetEntity; // Entity whose angles are being monitored. Vector m_vecAxis; // Axis along which to measure the speed. bool m_bEnabled; // Whether we're measuring or not // Outputs float m_fPrevVelocity; // stores velocity from last frame, so we only write the output if it has changed COutputFloat m_Velocity; void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); DECLARE_DATADESC(); }; LINK_ENTITY_TO_CLASS( point_velocitysensor, CPointVelocitySensor ); BEGIN_DATADESC( CPointVelocitySensor ) // Fields DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ), DEFINE_KEYFIELD( m_vecAxis, FIELD_VECTOR, "axis" ), DEFINE_KEYFIELD( m_bEnabled, FIELD_BOOLEAN, "enabled" ), DEFINE_FIELD( m_fPrevVelocity, FIELD_FLOAT ), // Outputs DEFINE_OUTPUT( m_Velocity, "Velocity" ), DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), END_DATADESC() //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CPointVelocitySensor::Spawn() { Vector vLine = m_vecAxis - GetAbsOrigin(); VectorNormalize( vLine ); m_vecAxis = vLine; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointVelocitySensor::Activate( void ) { BaseClass::Activate(); m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target ); if ( m_bEnabled && m_hTargetEntity ) { SetNextThink( gpGlobals->curtime ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointVelocitySensor::InputEnable( inputdata_t &inputdata ) { // Don't interrupt us if we're already enabled if ( m_bEnabled ) return; m_bEnabled = true; if ( m_hTargetEntity ) { SetNextThink( gpGlobals->curtime ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointVelocitySensor::InputDisable( inputdata_t &inputdata ) { m_bEnabled = false; } //----------------------------------------------------------------------------- // Purpose: Called every frame //----------------------------------------------------------------------------- void CPointVelocitySensor::Think( void ) { if ( m_hTargetEntity != NULL && m_bEnabled ) { SampleVelocity(); SetNextThink( gpGlobals->curtime ); } } //----------------------------------------------------------------------------- // Purpose: Returns the magnitude of the entity's angular velocity. //----------------------------------------------------------------------------- void CPointVelocitySensor::SampleVelocity( void ) { if ( m_hTargetEntity == NULL ) return; Vector vecVelocity; if ( m_hTargetEntity->GetMoveType() == MOVETYPE_VPHYSICS ) { IPhysicsObject *pPhys = m_hTargetEntity->VPhysicsGetObject(); if ( pPhys != NULL ) { pPhys->GetVelocity( &vecVelocity, NULL ); } } else { vecVelocity = m_hTargetEntity->GetAbsVelocity(); } /* float flSpeed = VectorNormalize( vecVelocity ); float flDot = ( m_vecAxis != vec3_origin ) ? DotProduct( vecVelocity, m_vecAxis ) : 1.0f; */ // We want the component of the velocity vector in the direction of the axis, which since the // axis is normalized is simply their dot product (eg V . A = |V|*|A|*cos(theta) ) m_fPrevVelocity = ( m_vecAxis != vec3_origin ) ? DotProduct( vecVelocity, m_vecAxis ) : 1.0f; // if it's changed since the last frame, poke the output if ( m_fPrevVelocity != m_Velocity.Get() ) { m_Velocity.Set( m_fPrevVelocity, NULL, NULL ); } }