//========= 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 angles every frame and fires an output if its // target's forward vector points at a specified lookat entity for more // than a specified length of time. // // It also fires an output whenever the target's angles change. // //=============================================================================// #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" #define SF_USE_TARGET_FACING (1<<0) // Use the target entity's direction instead of position class CPointAngleSensor : public CPointEntity { DECLARE_CLASS(CPointAngleSensor, CPointEntity); public: bool KeyValue(const char *szKeyName, const char *szValue); void Activate(void); void Spawn(void); void Think(void); int DrawDebugTextOverlays(void); protected: void Enable(); void Disable(); // Input handlers void InputEnable(inputdata_t &inputdata); void InputDisable(inputdata_t &inputdata); void InputToggle(inputdata_t &inputdata); void InputTest(inputdata_t &inputdata); void InputSetTargetEntity(inputdata_t &inputdata); bool IsFacingWithinTolerance(CBaseEntity *pEntity, CBaseEntity *pTarget, float flTolerance, float *pflDot = NULL); bool m_bDisabled; // When disabled, we do not think or fire outputs. string_t m_nLookAtName; // Name of the entity that the target must point at to fire the OnTrue output. EHANDLE m_hTargetEntity; // Entity whose angles are being monitored. EHANDLE m_hLookAtEntity; // Entity that the target must look at to fire the OnTrue output. float m_flDuration; // Time in seconds for which the entity must point at the target. float m_flDotTolerance; // Degrees of error allowed to satisfy the condition, expressed as a dot product. float m_flFacingTime; // The time at which the target entity pointed at the lookat entity. bool m_bFired; // Latches the output so it only fires once per true. // Outputs COutputEvent m_OnFacingLookat; // Fired when the target points at the lookat entity. COutputEvent m_OnNotFacingLookat; // Fired in response to a Test input if the target is not looking at the lookat entity. COutputVector m_TargetDir; COutputFloat m_FacingPercentage; // Normalize value representing how close the entity is to facing directly at the target DECLARE_DATADESC(); }; LINK_ENTITY_TO_CLASS(point_anglesensor, CPointAngleSensor); BEGIN_DATADESC(CPointAngleSensor) // Keys DEFINE_KEYFIELD(m_bDisabled, FIELD_BOOLEAN, "StartDisabled"), DEFINE_KEYFIELD(m_nLookAtName, FIELD_STRING, "lookatname"), DEFINE_FIELD(m_hTargetEntity, FIELD_EHANDLE), DEFINE_FIELD(m_hLookAtEntity, FIELD_EHANDLE), DEFINE_KEYFIELD(m_flDuration, FIELD_FLOAT, "duration"), DEFINE_FIELD(m_flDotTolerance, FIELD_FLOAT), DEFINE_FIELD(m_flFacingTime, FIELD_TIME), DEFINE_FIELD(m_bFired, FIELD_BOOLEAN), // Outputs DEFINE_OUTPUT(m_OnFacingLookat, "OnFacingLookat"), DEFINE_OUTPUT(m_OnNotFacingLookat, "OnNotFacingLookat"), DEFINE_OUTPUT(m_TargetDir, "TargetDir"), DEFINE_OUTPUT(m_FacingPercentage, "FacingPercentage"), // Inputs DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable), DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable), DEFINE_INPUTFUNC(FIELD_VOID, "Toggle", InputToggle), DEFINE_INPUTFUNC(FIELD_VOID, "Test", InputTest), DEFINE_INPUTFUNC(FIELD_STRING, "SetTargetEntity", InputSetTargetEntity), END_DATADESC() //----------------------------------------------------------------------------- // Purpose: Handles keyvalues that require special processing. // Output : Returns true if handled, false if not. //----------------------------------------------------------------------------- bool CPointAngleSensor::KeyValue(const char *szKeyName, const char *szValue) { if (FStrEq(szKeyName, "tolerance")) { float flTolerance = atof(szValue); m_flDotTolerance = cos(DEG2RAD(flTolerance)); } else { return(BaseClass::KeyValue(szKeyName, szValue)); } return(true); } //----------------------------------------------------------------------------- // Purpose: Called when spawning after parsing keyvalues. //----------------------------------------------------------------------------- void CPointAngleSensor::Spawn(void) { BaseClass::Spawn(); } //----------------------------------------------------------------------------- // Purpose: Called after all entities have spawned on new map or savegame load. //----------------------------------------------------------------------------- void CPointAngleSensor::Activate(void) { BaseClass::Activate(); if (!m_hTargetEntity) { m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target ); } if (!m_hLookAtEntity && (m_nLookAtName != NULL_STRING)) { m_hLookAtEntity = gEntList.FindEntityByName( NULL, m_nLookAtName ); if (!m_hLookAtEntity) { DevMsg(1, "Angle sensor '%s' could not find look at entity '%s'.\n", GetDebugName(), STRING(m_nLookAtName)); } } // It's okay to not have a look at entity, it just means we measure and output the angles // of the target entity without testing them against the look at entity. if (!m_bDisabled && m_hTargetEntity) { SetNextThink( gpGlobals->curtime ); } } //----------------------------------------------------------------------------- // Purpose: Determines if one entity is facing within a given tolerance of another // Input : pEntity - // pTarget - // flTolerance - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CPointAngleSensor::IsFacingWithinTolerance(CBaseEntity *pEntity, CBaseEntity *pTarget, float flTolerance, float *pflDot) { if (pflDot) { *pflDot = 0; } if ((pEntity == NULL) || (pTarget == NULL)) { return(false); } Vector forward; pEntity->GetVectors(&forward, NULL, NULL); Vector dir; // Use either our position relative to the target, or the target's raw facing if ( HasSpawnFlags( SF_USE_TARGET_FACING ) ) { pTarget->GetVectors(&dir, NULL, NULL); } else { dir = pTarget->GetAbsOrigin() - pEntity->GetAbsOrigin(); VectorNormalize(dir); } // // Larger dot product corresponds to a smaller angle. // float flDot = dir.Dot(forward); if (pflDot) { *pflDot = flDot; } if (flDot >= m_flDotTolerance) { return(true); } return(false); } //----------------------------------------------------------------------------- // Purpose: Called every frame. //----------------------------------------------------------------------------- void CPointAngleSensor::Think(void) { if (m_hTargetEntity != NULL) { Vector forward; m_hTargetEntity->GetVectors(&forward, NULL, NULL); m_TargetDir.Set(forward, this, this); if (m_hLookAtEntity != NULL) { // // Check to see if the measure entity's forward vector has been within // given tolerance of the target entity for the given period of time. // float flDot; if (IsFacingWithinTolerance(m_hTargetEntity, m_hLookAtEntity, m_flDotTolerance, &flDot )) { if (!m_bFired) { if (!m_flFacingTime) { m_flFacingTime = gpGlobals->curtime; } if (gpGlobals->curtime >= m_flFacingTime + m_flDuration) { m_OnFacingLookat.FireOutput(this, this); m_bFired = true; } } } else { // Reset the fired state if ( m_bFired ) { m_bFired = false; } // Always reset the time when we've lost our facing m_flFacingTime = 0; } // Output the angle range we're in float flPerc = RemapValClamped( flDot, 1.0f, m_flDotTolerance, 1.0f, 0.0f ); m_FacingPercentage.Set( flPerc, this, this ); } SetNextThink( gpGlobals->curtime ); } } //----------------------------------------------------------------------------- // Purpose: Input handler for forcing an instantaneous test of the condition. //----------------------------------------------------------------------------- void CPointAngleSensor::InputTest(inputdata_t &inputdata) { if (IsFacingWithinTolerance(m_hTargetEntity, m_hLookAtEntity, m_flDotTolerance)) { m_OnFacingLookat.FireOutput(inputdata.pActivator, this); } else { m_OnNotFacingLookat.FireOutput(inputdata.pActivator, this); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointAngleSensor::InputSetTargetEntity(inputdata_t &inputdata) { if ((inputdata.value.String() == NULL) || (inputdata.value.StringID() == NULL_STRING) || (inputdata.value.String()[0] == '\0')) { m_target = NULL_STRING; m_hTargetEntity = NULL; SetNextThink( TICK_NEVER_THINK ); } else { m_target = AllocPooledString(inputdata.value.String()); m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target, NULL, inputdata.pActivator, inputdata.pCaller ); if (!m_bDisabled && m_hTargetEntity) { SetNextThink( gpGlobals->curtime ); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointAngleSensor::InputEnable(inputdata_t &inputdata) { Enable(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointAngleSensor::InputDisable(inputdata_t &inputdata) { Disable(); } //----------------------------------------------------------------------------- // Purpose: I like separators between my functions. //----------------------------------------------------------------------------- void CPointAngleSensor::InputToggle(inputdata_t &inputdata) { if (m_bDisabled) { Enable(); } else { Disable(); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointAngleSensor::Enable() { m_bDisabled = false; if (m_hTargetEntity) { SetNextThink(gpGlobals->curtime); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointAngleSensor::Disable() { m_bDisabled = true; SetNextThink(TICK_NEVER_THINK); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CPointAngleSensor::DrawDebugTextOverlays(void) { int nOffset = BaseClass::DrawDebugTextOverlays(); if (m_debugOverlays & OVERLAY_TEXT_BIT) { float flDot; bool bFacing = IsFacingWithinTolerance(m_hTargetEntity, m_hLookAtEntity, m_flDotTolerance, &flDot); char tempstr[512]; Q_snprintf(tempstr, sizeof(tempstr), "delta ang (dot) : %.2f (%f)", RAD2DEG(acos(flDot)), flDot); EntityText( nOffset, tempstr, 0); nOffset++; Q_snprintf(tempstr, sizeof(tempstr), "tolerance ang (dot): %.2f (%f)", RAD2DEG(acos(m_flDotTolerance)), m_flDotTolerance); EntityText( nOffset, tempstr, 0); nOffset++; Q_snprintf(tempstr, sizeof(tempstr), "facing: %s", bFacing ? "yes" : "no"); EntityText( nOffset, tempstr, 0); nOffset++; } return nOffset; } // ==================================================================== // Proximity sensor // ==================================================================== #define SF_PROXIMITY_TEST_AGAINST_AXIS (1<<0) class CPointProximitySensor : public CPointEntity { DECLARE_CLASS( CPointProximitySensor, CPointEntity ); public: virtual void Activate( void ); protected: void Think( void ); void Enable( void ); void Disable( void ); // Input handlers void InputEnable(inputdata_t &inputdata); void InputDisable(inputdata_t &inputdata); void InputToggle(inputdata_t &inputdata); void InputSetTargetEntity(inputdata_t &inputdata); private: bool m_bDisabled; // When disabled, we do not think or fire outputs. EHANDLE m_hTargetEntity; // Entity whose angles are being monitored. COutputFloat m_Distance; DECLARE_DATADESC(); }; LINK_ENTITY_TO_CLASS( point_proximity_sensor, CPointProximitySensor ); BEGIN_DATADESC( CPointProximitySensor ) // Keys DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ), DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ), // Outputs DEFINE_OUTPUT( m_Distance, "Distance"), // Inputs DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable), DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable), DEFINE_INPUTFUNC(FIELD_VOID, "Toggle", InputToggle), DEFINE_INPUTFUNC(FIELD_STRING, "SetTargetEntity", InputSetTargetEntity), END_DATADESC() //----------------------------------------------------------------------------- // Purpose: Called after all entities have spawned on new map or savegame load. //----------------------------------------------------------------------------- void CPointProximitySensor::Activate( void ) { BaseClass::Activate(); if ( m_hTargetEntity == NULL ) { m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target ); } if ( m_bDisabled == false && m_hTargetEntity != NULL ) { SetNextThink( gpGlobals->curtime ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointProximitySensor::InputSetTargetEntity(inputdata_t &inputdata) { if ((inputdata.value.String() == NULL) || (inputdata.value.StringID() == NULL_STRING) || (inputdata.value.String()[0] == '\0')) { m_target = NULL_STRING; m_hTargetEntity = NULL; SetNextThink( TICK_NEVER_THINK ); } else { m_target = AllocPooledString(inputdata.value.String()); m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target, NULL, inputdata.pActivator, inputdata.pCaller ); if (!m_bDisabled && m_hTargetEntity) { SetNextThink( gpGlobals->curtime ); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointProximitySensor::InputEnable( inputdata_t &inputdata ) { Enable(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointProximitySensor::InputDisable( inputdata_t &inputdata ) { Disable(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointProximitySensor::InputToggle( inputdata_t &inputdata ) { if ( m_bDisabled ) { Enable(); } else { Disable(); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointProximitySensor::Enable( void ) { m_bDisabled = false; if ( m_hTargetEntity ) { SetNextThink( gpGlobals->curtime ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointProximitySensor::Disable( void ) { m_bDisabled = true; SetNextThink( TICK_NEVER_THINK ); } //----------------------------------------------------------------------------- // Purpose: Called every frame //----------------------------------------------------------------------------- void CPointProximitySensor::Think( void ) { if ( m_hTargetEntity != NULL ) { Vector vecTestDir = ( m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin() ); float flDist = VectorNormalize( vecTestDir ); // If we're only interested in the distance along a vector, modify the length the accomodate that if ( HasSpawnFlags( SF_PROXIMITY_TEST_AGAINST_AXIS ) ) { Vector vecDir; GetVectors( &vecDir, NULL, NULL ); float flDot = DotProduct( vecTestDir, vecDir ); flDist *= fabs( flDot ); } m_Distance.Set( flDist, this, this ); SetNextThink( gpGlobals->curtime ); } }