//===== Copyright © 1996-2006, Valve Corporation, All rights reserved. ======// // // Purpose: particle system definitions // //===========================================================================// #include "cbase.h" #include "particles/particles.h" #include "baseparticleentity.h" #include "entityparticletrail_shared.h" #include "collisionutils.h" #include "engine/ivdebugoverlay.h" #include "raytrace.h" #include "animation.h" #if defined( CLIENT_DLL ) #include "c_pixel_visibility.h" #include "c_effects.h" #include "view.h" #include "viewrender.h" #include "model_types.h" #include "c_env_projectedtexture.h" #endif #ifdef SWARM_DLL #include "asw_shareddefs.h" #endif #ifdef GAME_DLL #include "ai_utils.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #if defined( CLIENT_DLL ) typedef struct SProjectedTextureInfo { int m_nParticleID; IMaterial *m_pMaterial; Vector m_vOrigin; float m_flSize; float m_flRotation; float m_r, m_g, m_b, m_a; C_EnvProjectedTexture *m_pEntity; bool m_bUsedThisFrame; } TProjectedTextureInfo; #endif // #if defined( CLIENT_DLL ) #define POINT_AT_ORIGIN_EPSILON 0.1f //----------------------------------------------------------------------------- // Interface to allow the particle system to call back into the game code //----------------------------------------------------------------------------- class CParticleSystemQuery : public CBaseAppSystem< IParticleSystemQuery > { public: virtual bool IsEditor( ) { return false; } // Inherited from IParticleSystemQuery virtual void GetLightingAtPoint( const Vector& vecOrigin, Color &cTint ); virtual void TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, const IHandleEntity *ignore, int collisionGroup, CBaseTrace *ptr ); virtual bool MovePointInsideControllingObject( CParticleCollection *pParticles, void *pObject, Vector *pPnt ); virtual void GetRandomPointsOnControllingObjectHitBox( CParticleCollection *pParticles, int nControlPointNumber, int nNumPtsOut, float flBBoxScale, int nNumTrysToGetAPointInsideTheModel, Vector *pPntsOut, Vector vecDirectionalBias, Vector *pHitBoxRelativeCoordOut, int *pHitBoxIndexOut, int nDesiredHitbox ); virtual int GetRayTraceEnvironmentFromName( const char *pszRtEnvName ); virtual int GetCollisionGroupFromName( const char *pszCollisionGroupName ); virtual int GetControllingObjectHitBoxInfo( CParticleCollection *pParticles, int nControlPointNumber, int nBufSize, // # of output slots available ModelHitBoxInfo_t *pHitBoxOutputBuffer ); virtual bool IsPointInControllingObjectHitBox( CParticleCollection *pParticles, int nControlPointNumber, Vector vecPos, bool bBBoxOnly ); virtual void CParticleSystemQuery::GetControllingObjectOBBox( CParticleCollection *pParticles, int nControlPointNumber, Vector vecMin, Vector vecMax ); // Traces Four Rays against a defined RayTraceEnvironment virtual void TraceAgainstRayTraceEnv( int envnumber, const FourRays &rays, fltx4 TMin, fltx4 TMax, RayTracingResult *rslt_out, int32 skip_id ) const ; virtual Vector GetLocalPlayerPos( void ); virtual void GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL ); virtual Vector GetCurrentViewOrigin(); virtual int GetActivityCount(); virtual const char *GetActivityNameFromIndex( int nActivityIndex ); virtual float GetPixelVisibility( int *pQueryHandle, const Vector &vecOrigin, float flScale ); virtual void SetUpLightingEnvironment( const Vector& pos ); virtual void PreSimulate( ); virtual void PostSimulate( ); virtual void DebugDrawLine( const Vector &origin, const Vector &target, int r, int g, int b, bool noDepthTest, float duration ); virtual void BeginDrawModels( int nMaxNumToDraw, Vector const &vecCenterPosition, CParticleCollection *pParticles ) { } virtual void DrawModel( void *pModel, const matrix3x4_t &DrawMatrix, CParticleCollection *pParticles, int nParticleNumber, int nBodyPart, int nSubModel, int nAnimationSequence = 0, float flAnimationRate = 30.0f, float r = 1.0f, float g = 1.0f, float b = 1.0f, float a = 1.0f ); virtual void FinishDrawModels( CParticleCollection *pParticles ) { } virtual void *GetModel( char const *pMdlName ); virtual void UpdateProjectedTexture( const int nParticleID, IMaterial *pMaterial, Vector &vOrigin, float flRadius, float flRotation, float r, float g, float b, float a, void *&pUserVar ); private: #if defined( CLIENT_DLL ) CTSQueue< TProjectedTextureInfo * > m_ProjectedInfoAdds; CUtlVector< TProjectedTextureInfo * > m_ActiveProjectedInfos; #endif // #if defined( CLIENT_DLL ) }; static CParticleSystemQuery s_ParticleSystemQuery; IParticleSystemQuery *g_pParticleSystemQuery = &s_ParticleSystemQuery; //----------------------------------------------------------------------------- // Exposes the interface (so tools can get at it) //----------------------------------------------------------------------------- #ifdef CLIENT_DLL EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CParticleSystemQuery, IParticleSystemQuery, PARTICLE_SYSTEM_QUERY_INTERFACE_VERSION, s_ParticleSystemQuery ); #endif static CThreadFastMutex s_LightMutex; static CThreadFastMutex s_BoneMutex; //----------------------------------------------------------------------------- // Inherited from IParticleSystemQuery //----------------------------------------------------------------------------- void CParticleSystemQuery::GetLightingAtPoint( const Vector& vecOrigin, Color &cTint ) { VPROF("CParticleSystemQuery::GetLightingAtPoint"); #ifdef GAME_DLL // FIXME: Go through to the engine from the server to get these values cTint.SetColor( 255, 255, 255, 255 ); #else if ( engine->IsInGame() ) { s_LightMutex.Lock(); // Compute our lighting at our position Vector totalColor = engine->GetLightForPoint( vecOrigin, true ); s_LightMutex.Unlock(); // Get our lighting information cTint.SetColor( totalColor.x*255, totalColor.y*255, totalColor.z*255, 0 ); } else { // FIXME: Go through to the engine from the server to get these values cTint.SetColor( 255, 255, 255, 255 ); } #endif } void CParticleSystemQuery::SetUpLightingEnvironment( const Vector& pos ) { #ifndef GAME_DLL if ( !engine->IsInGame() ) return; s_LightMutex.Lock(); modelrender->SetupLighting( pos ); s_LightMutex.Unlock(); #endif } void CParticleSystemQuery::TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, const IHandleEntity *ignore, int collisionGroup, CBaseTrace *ptr ) { bool bDoTrace = false; #ifndef GAME_DLL bDoTrace = engine->IsInGame(); #endif if ( bDoTrace ) { trace_t tempTrace; UTIL_TraceLine( vecAbsStart, vecAbsEnd, mask, ignore, collisionGroup, &tempTrace ); memcpy( ptr, &tempTrace, sizeof ( CBaseTrace ) ); } else { ptr->startsolid = 0; ptr->fraction = 1.0; } } bool CParticleSystemQuery::MovePointInsideControllingObject( CParticleCollection *pParticles, void *pObject, Vector *pPnt ) { #ifdef GAME_DLL return true; #else if (! pObject ) return true; // accept the input point unmodified Ray_t ray; trace_t tr; ray.Init( *pPnt, *pPnt ); enginetrace->ClipRayToEntity( ray, MASK_ALL, (CBaseEntity *) pObject, &tr ); return ( tr.startsolid ); #endif } static float GetSurfaceCoord( float flRand, float flMinX, float flMaxX ) { return Lerp( flRand, flMinX, flMaxX ); } void CParticleSystemQuery::GetRandomPointsOnControllingObjectHitBox( CParticleCollection *pParticles, int nControlPointNumber, int nNumPtsOut, float flBBoxScale, int nNumTrysToGetAPointInsideTheModel, Vector *pPntsOut, Vector vecDirectionalBias, Vector *pHitBoxRelativeCoordOut, int *pHitBoxIndexOut, int nDesiredHitbox ) { bool bSucesss = false; #ifndef GAME_DLL EHANDLE *phMoveParent = reinterpret_cast ( pParticles->ControlPoint( nControlPointNumber ).m_pObject ); CBaseEntity *pMoveParent = NULL; if ( phMoveParent ) { pMoveParent = *( phMoveParent ); } if ( pMoveParent ) { float flRandMax = flBBoxScale; float flRandMin = 1.0 - flBBoxScale; Vector vecBasePos; pParticles->GetControlPointAtTime( nControlPointNumber, pParticles->m_flCurTime, &vecBasePos ); s_BoneMutex.Lock(); C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating(); if ( pAnimating ) { matrix3x4_t *hitboxbones[MAXSTUDIOBONES]; if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) ) { studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() ); if ( pStudioHdr ) { // Try to get the "effects" set first, otherwise use their current set int nEffectsHitboxSet = FindHitboxSetByName( pAnimating->GetModelPtr(), "effects" ); mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( nEffectsHitboxSet != -1 ? nEffectsHitboxSet : pAnimating->GetHitboxSet() ); if ( set ) { bSucesss = true; Vector vecWorldPosition; float u = 0, v = 0, w = 0; int nHitbox = 0; int nNumIters = nNumTrysToGetAPointInsideTheModel; if (! vecDirectionalBias.IsZero( 0.0001 ) ) nNumIters = MAX( nNumIters, 5 ); int nHitboxMin = 0; int nHitboxMax = set->numhitboxes - 1; if ( nDesiredHitbox >= 0 ) { nHitboxMin = MIN( set->numhitboxes - 1, nDesiredHitbox ); nHitboxMax = MIN( set->numhitboxes - 1, nDesiredHitbox ); } for( int i=0 ; i < nNumPtsOut; i++) { int nTryCnt = nNumIters; float flBestPointGoodness = -1.0e20; do { int nTryHitbox = pParticles->RandomInt( nHitboxMin, nHitboxMax ); mstudiobbox_t *pBox = set->pHitbox(nTryHitbox); // E3 HACK - check for hitboxes at the origin and ignore those if ( fabs( (*hitboxbones[pBox->bone])[0][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[1][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[2][3] ) < POINT_AT_ORIGIN_EPSILON ) { continue; } float flTryU = pParticles->RandomFloat( flRandMin, flRandMax ); float flTryV = pParticles->RandomFloat( flRandMin, flRandMax ); float flTryW = pParticles->RandomFloat( flRandMin, flRandMax ); Vector vecLocalPosition; vecLocalPosition.x = GetSurfaceCoord( flTryU, pBox->bbmin.x*pAnimating->GetModelScale(), pBox->bbmax.x*pAnimating->GetModelScale() ); vecLocalPosition.y = GetSurfaceCoord( flTryV, pBox->bbmin.y*pAnimating->GetModelScale(), pBox->bbmax.y*pAnimating->GetModelScale() ); vecLocalPosition.z = GetSurfaceCoord( flTryW, pBox->bbmin.z*pAnimating->GetModelScale(), pBox->bbmax.z*pAnimating->GetModelScale() ); Vector vecTryWorldPosition; VectorTransform( vecLocalPosition, *hitboxbones[pBox->bone], vecTryWorldPosition ); float flPointGoodness = pParticles->RandomFloat( 0, 72 ) + DotProduct( vecTryWorldPosition - vecBasePos, vecDirectionalBias ); if ( nNumTrysToGetAPointInsideTheModel ) { // do a point in solid test Ray_t ray; trace_t tr; ray.Init( vecTryWorldPosition, vecTryWorldPosition ); enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr ); if ( tr.startsolid ) flPointGoodness += 1000.; // got a point inside! } if ( flPointGoodness > flBestPointGoodness ) { u = flTryU; v = flTryV; w = flTryW; vecWorldPosition = vecTryWorldPosition; nHitbox = nTryHitbox; flBestPointGoodness = flPointGoodness; } } while ( nTryCnt-- ); *( pPntsOut++ ) = vecWorldPosition; if ( pHitBoxRelativeCoordOut ) ( pHitBoxRelativeCoordOut++ )->Init( u, v, w ); if ( pHitBoxIndexOut ) *( pHitBoxIndexOut++ ) = nHitbox; } } } } } if ( pMoveParent->IsBrushModel() ) { Vector vecMin; Vector vecMax; matrix3x4_t matOrientation; Vector VecOrigin; pMoveParent->GetRenderBounds( vecMin, vecMax ); VecOrigin = pMoveParent->GetRenderOrigin(); matOrientation = pMoveParent->EntityToWorldTransform(); Vector vecWorldPosition; float u = 0, v = 0, w = 0; int nHitbox = 0; int nNumIters = nNumTrysToGetAPointInsideTheModel; if (! vecDirectionalBias.IsZero( 0.0001 ) ) nNumIters = MAX( nNumIters, 5 ); for( int i=0 ; i < nNumPtsOut; i++) { int nTryCnt = nNumIters; float flBestPointGoodness = -1.0e20; do { float flTryU = pParticles->RandomFloat( flRandMin, flRandMax ); float flTryV = pParticles->RandomFloat( flRandMin, flRandMax ); float flTryW = pParticles->RandomFloat( flRandMin, flRandMax ); Vector vecLocalPosition; vecLocalPosition.x = GetSurfaceCoord( flTryU, vecMin.x, vecMax.x ); vecLocalPosition.y = GetSurfaceCoord( flTryV, vecMin.y, vecMax.y ); vecLocalPosition.z = GetSurfaceCoord( flTryW, vecMin.z, vecMax.z ); Vector vecTryWorldPosition; VectorTransform( vecLocalPosition, matOrientation, vecTryWorldPosition ); float flPointGoodness = pParticles->RandomFloat( 0, 72 ) + DotProduct( vecTryWorldPosition - vecBasePos, vecDirectionalBias ); if ( nNumTrysToGetAPointInsideTheModel ) { // do a point in solid test Ray_t ray; trace_t tr; ray.Init( vecTryWorldPosition, vecTryWorldPosition ); enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr ); if ( tr.startsolid ) flPointGoodness += 1000.; // got a point inside! } if ( flPointGoodness > flBestPointGoodness ) { u = flTryU; v = flTryV; w = flTryW; vecWorldPosition = vecTryWorldPosition; nHitbox = 0; flBestPointGoodness = flPointGoodness; } } while ( nTryCnt-- ); *( pPntsOut++ ) = vecWorldPosition; if ( pHitBoxRelativeCoordOut ) ( pHitBoxRelativeCoordOut++ )->Init( u, v, w ); if ( pHitBoxIndexOut ) *( pHitBoxIndexOut++ ) = nHitbox; } } s_BoneMutex.Unlock(); } #endif if (! bSucesss ) { // don't have a model or am in editor or something - fill return with control point for( int i=0 ; i < nNumPtsOut; i++) { pPntsOut[i] = pParticles->ControlPoint( nControlPointNumber ).m_Position; // fallback if anything goes wrong if ( pHitBoxIndexOut ) pHitBoxIndexOut[i] = 0; if ( pHitBoxRelativeCoordOut ) pHitBoxRelativeCoordOut[i].Init(); } } } int CParticleSystemQuery::GetControllingObjectHitBoxInfo( CParticleCollection *pParticles, int nControlPointNumber, int nBufSize, // # of output slots available ModelHitBoxInfo_t *pHitBoxOutputBuffer ) { int nRet = 0; #ifndef GAME_DLL s_BoneMutex.Lock(); EHANDLE *phMoveParent = reinterpret_cast ( pParticles->ControlPoint( nControlPointNumber ).m_pObject ); CBaseEntity *pMoveParent = NULL; if ( phMoveParent ) { pMoveParent = *( phMoveParent ); } if ( pMoveParent ) { C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating(); if ( pAnimating ) { matrix3x4_t *hitboxbones[MAXSTUDIOBONES]; if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) ) { studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() ); if ( pStudioHdr ) { // Try to get the "effects" set first, otherwise use their current set int nEffectsHitboxSet = FindHitboxSetByName( pAnimating->GetModelPtr(), "effects" ); mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( nEffectsHitboxSet != -1 ? nEffectsHitboxSet : pAnimating->GetHitboxSet() ); if ( set ) { for( int i=0 ; i < set->numhitboxes; i++ ) { mstudiobbox_t *pBox = set->pHitbox( i ); // E3 HACK - check for hitboxes at the origin and ignore those if ( fabs( (*hitboxbones[pBox->bone])[0][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[1][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[2][3] ) < POINT_AT_ORIGIN_EPSILON ) { continue; } pHitBoxOutputBuffer[nRet].m_vecBoxMins.x = pBox->bbmin.x; pHitBoxOutputBuffer[nRet].m_vecBoxMins.y = pBox->bbmin.y; pHitBoxOutputBuffer[nRet].m_vecBoxMins.z = pBox->bbmin.z; pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.x = pBox->bbmax.x; pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.y = pBox->bbmax.y; pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.z = pBox->bbmax.z; pHitBoxOutputBuffer[nRet].m_Transform = *hitboxbones[pBox->bone]; nRet++; if ( nRet >= nBufSize ) { break; } } } } } } if ( pMoveParent->IsBrushModel() ) { Vector vecMin; Vector vecMax; matrix3x4_t matOrientation; pMoveParent->GetRenderBounds( vecMin, vecMax ); matOrientation = pMoveParent->EntityToWorldTransform(); pHitBoxOutputBuffer[0].m_vecBoxMins = vecMin; pHitBoxOutputBuffer[0].m_vecBoxMaxes = vecMax; pHitBoxOutputBuffer[0].m_Transform = matOrientation; nRet = 1; } } s_BoneMutex.Unlock(); #endif return nRet; } bool CParticleSystemQuery::IsPointInControllingObjectHitBox( CParticleCollection *pParticles, int nControlPointNumber, Vector vecPos, bool bBBoxOnly ) { bool bSuccess = false; #ifndef GAME_DLL EHANDLE *phMoveParent = reinterpret_cast ( pParticles->ControlPoint( nControlPointNumber ).m_pObject ); CBaseEntity *pMoveParent = NULL; if ( phMoveParent ) { pMoveParent = *( phMoveParent ); } if ( pMoveParent ) { s_BoneMutex.Lock(); C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating(); bool bInBBox = false; Vector vecBBoxMin; Vector vecBBoxMax; Vector vecOrigin; vecBBoxMin = pMoveParent->CollisionProp()->OBBMins(); vecBBoxMax = pMoveParent->CollisionProp()->OBBMaxs(); Vector vecLocalPos = vecPos; if ( pMoveParent->CollisionProp()->IsBoundsDefinedInEntitySpace() ) { matrix3x4_t matOrientation; matOrientation = pMoveParent->EntityToWorldTransform(); VectorITransform( vecPos, matOrientation, vecLocalPos ); } if ( IsPointInBox( vecLocalPos, vecBBoxMin, vecBBoxMax ) ) bInBBox = true; if ( bInBBox && bBBoxOnly ) bSuccess = true; else if ( pAnimating && bInBBox ) { matrix3x4_t *hitboxbones[MAXSTUDIOBONES]; if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) ) { studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() ); if ( pStudioHdr ) { // Try to get the "effects" set first, otherwise use their current set int nEffectsHitboxSet = FindHitboxSetByName( pAnimating->GetModelPtr(), "effects" ); mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( nEffectsHitboxSet != -1 ? nEffectsHitboxSet : pAnimating->GetHitboxSet() ); if ( set ) { // do a point in solid test Ray_t ray; trace_t tr; ray.Init( vecPos, vecPos ); enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr ); if ( tr.startsolid ) bSuccess = true; } } } } else if ( pMoveParent->IsBrushModel() && bInBBox ) { // do a point in solid test Ray_t ray; trace_t tr; ray.Init( vecPos, vecPos ); enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr ); if ( tr.startsolid ) bSuccess = true; } s_BoneMutex.Unlock(); } #endif return bSuccess; } void CParticleSystemQuery::GetControllingObjectOBBox( CParticleCollection *pParticles, int nControlPointNumber, Vector vecMin, Vector vecMax ) { vecMin = vecMax = vec3_origin; #ifndef GAME_DLL EHANDLE *phMoveParent = reinterpret_cast ( pParticles->ControlPoint( nControlPointNumber ).m_pObject ); CBaseEntity *pMoveParent = NULL; if ( phMoveParent ) { pMoveParent = *( phMoveParent ); } if ( pMoveParent ) { vecMin = pMoveParent->CollisionProp()->OBBMins(); vecMax = pMoveParent->CollisionProp()->OBBMaxs(); } #endif } extern CUtlVector< RayTracingEnvironment * > g_RayTraceEnvironments; void CParticleSystemQuery::TraceAgainstRayTraceEnv( int envnumber, const FourRays &rays, fltx4 TMin, fltx4 TMax, RayTracingResult *rslt_out, int32 skip_id ) const { #if defined( CLIENT_DLL ) if ( g_RayTraceEnvironments.IsValidIndex( envnumber ) ) { RayTracingEnvironment *RtEnv = g_RayTraceEnvironments.Element( envnumber ); RtEnv->Trace4Rays( rays, TMin, TMax, rslt_out, skip_id ); } #endif } struct RayTraceEnvironmentNameRecord_t { const char *m_pszGroupName; int m_nGroupID; }; static RayTraceEnvironmentNameRecord_t s_RtEnvNameMap[]={ { "PRECIPITATION", 0 }, { "PRECIPITATIONBLOCKER", 1 }, }; int CParticleSystemQuery::GetRayTraceEnvironmentFromName( const char *pszRtEnvName ) { for(int i = 0; i < ARRAYSIZE( s_RtEnvNameMap ); i++ ) { if ( ! stricmp( s_RtEnvNameMap[i].m_pszGroupName, pszRtEnvName ) ) return s_RtEnvNameMap[i].m_nGroupID; } return 0; } struct CollisionGroupNameRecord_t { const char *m_pszGroupName; int m_nGroupID; }; static CollisionGroupNameRecord_t s_NameMap[]={ { "NONE", COLLISION_GROUP_NONE }, { "DEBRIS", COLLISION_GROUP_DEBRIS }, { "INTERACTIVE", COLLISION_GROUP_INTERACTIVE }, { "NPC", COLLISION_GROUP_NPC }, { "ACTOR", COLLISION_GROUP_NPC_ACTOR }, { "PASSABLE", COLLISION_GROUP_PASSABLE_DOOR }, #if defined( SWARM_DLL ) { "SENTRYPROJ", ASW_COLLISION_GROUP_SENTRY_PROJECTILE }, #endif }; int CParticleSystemQuery::GetCollisionGroupFromName( const char *pszCollisionGroupName ) { for(int i = 0; i < ARRAYSIZE( s_NameMap ); i++ ) { if ( ! stricmp( s_NameMap[i].m_pszGroupName, pszCollisionGroupName ) ) return s_NameMap[i].m_nGroupID; } return COLLISION_GROUP_NONE; } Vector CParticleSystemQuery::GetLocalPlayerPos( void ) { #ifdef CLIENT_DLL // HACK_GETLOCALPLAYER_GUARD( "CParticleSystemQuery::GetLocalPlayerPos" ); int slot = GET_ACTIVE_SPLITSCREEN_SLOT(); ACTIVE_SPLITSCREEN_PLAYER_GUARD( slot ); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return vec3_origin; return pPlayer->WorldSpaceCenter(); #else CBasePlayer *pPlayer = AI_GetSinglePlayer(); if ( !pPlayer ) return vec3_origin; return pPlayer->WorldSpaceCenter(); #endif } void CParticleSystemQuery::GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight, Vector *pUp ) { #ifdef CLIENT_DLL // HACK_GETLOCALPLAYER_GUARD( "CParticleSystemQuery::GetLocalPlayerPos" ); int slot = GET_ACTIVE_SPLITSCREEN_SLOT(); ACTIVE_SPLITSCREEN_PLAYER_GUARD( slot ); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { *pForward = vec3_origin; *pRight = vec3_origin; *pUp = vec3_origin; return; } pPlayer->EyeVectors( pForward, pRight, pUp ); #else CBasePlayer *pPlayer = AI_GetSinglePlayer(); if ( !pPlayer ) { *pForward = vec3_origin; *pRight = vec3_origin; *pUp = vec3_origin; return; } pPlayer->EyeVectors( pForward, pRight, pUp ); #endif } Vector CParticleSystemQuery::GetCurrentViewOrigin() { #ifdef CLIENT_DLL int slot = GET_ACTIVE_SPLITSCREEN_SLOT(); ACTIVE_SPLITSCREEN_PLAYER_GUARD( slot ); return CurrentViewOrigin(); #else return vec3_origin; #endif } float CParticleSystemQuery::GetPixelVisibility( int *pQueryHandle, const Vector &vecOrigin, float flScale ) { #ifdef CLIENT_DLL int slot = GET_ACTIVE_SPLITSCREEN_SLOT(); ACTIVE_SPLITSCREEN_PLAYER_GUARD( slot ); pixelvis_queryparams_t params; params.Init( vecOrigin, flScale, 1.0 ); float flVisibility = PixelVisibility_FractionVisible( params, pQueryHandle ); flVisibility = MAX( 0.0f, flVisibility ); return flVisibility; #else return 0.0f; #endif } void CParticleSystemQuery::DebugDrawLine( const Vector &origin, const Vector &target, int r, int g, int b, bool noDepthTest, float duration ) { debugoverlay->AddLineOverlay( origin, target, r, g, b, noDepthTest, duration ); } #include "tier3/mdlutils.h" #ifdef CLIENT_DLL static void SetBodygroup( studiohdr_t *pstudiohdr, int &body, int iGroup, int iValue ) { if ( !pstudiohdr ) { return; } if ( iGroup >= pstudiohdr->numbodyparts ) { return; } mstudiobodyparts_t *pbodypart = pstudiohdr->pBodypart( iGroup ); if ( iValue >= pbodypart->nummodels ) { return; } int iCurrent = ( body / pbodypart->base ) % pbodypart->nummodels; body = ( body - ( iCurrent * pbodypart->base ) + ( iValue * pbodypart->base ) ); } #endif // callback to draw models given abstract ptr void CParticleSystemQuery::DrawModel( void *pModel, const matrix3x4_t &DrawMatrix, CParticleCollection *pParticles, int nParticleNumber, int nBodyPart, int nSubModel, int nAnimationSequence, float flAnimationRate, float r, float g, float b, float a ) { #ifdef CLIENT_DLL model_t *pMDL = ( model_t * ) pModel; if ( pMDL ) { MDLHandle_t hStudioHdr = modelinfo->GetCacheHandle( pMDL ); studiohdr_t *pStudioHdr = mdlcache->GetStudioHdr( hStudioHdr ); CMDL MDL; MDL.SetMDL( hStudioHdr ); SetBodygroup( pStudioHdr, MDL.m_nBody, nBodyPart, nSubModel ); MDL.m_Color = Color( r * 255, g * 255, b * 255, a * 255 ); MDL.m_nSequence = nAnimationSequence; MDL.m_flPlaybackRate = flAnimationRate; MDL.m_flTime = pParticles->m_flCurTime; if ( pStudioHdr ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); CMatRenderData< matrix3x4_t > rdBoneToWorld( pRenderContext, pStudioHdr->numbones ); MDL.SetUpBones( DrawMatrix, pStudioHdr->numbones, rdBoneToWorld.Base() ); MDL.Draw(DrawMatrix, rdBoneToWorld.Base(), STUDIORENDER_DRAW_NO_SHADOWS ); } else { MDL.Draw(DrawMatrix); } //debugging // debugoverlay->AddTextOverlay( origin, 0.1, "p", pMDL ); //Vector myOrigin = Vector( DrawMatrix.m_flMatVal[0][3], DrawMatrix.m_flMatVal[1][3], DrawMatrix.m_flMatVal[2][3] ); //Vector vecFwd, vecRight, vecUp; //MatrixVectors( pRenderable->m_DrawModelMatrix, &vecFwd, &vecRight, &vecUp ); //debugoverlay->AddLineOverlay( myOrigin, myOrigin + 36 * vecFwd, 255, 0, 0, true, 0.1 ); //debugoverlay->AddLineOverlay( myOrigin, myOrigin + 36 * vecUp, 0, 0, 255, true, 0.1 ); //debugoverlay->AddLineOverlay( myOrigin, myOrigin + 36 * vecRight, 0, 255, 0, true, 0.1 ); } #endif } void *CParticleSystemQuery::GetModel( char const *pMdlName ) { #ifdef CLIENT_DLL // int modelIndex = modelinfo->GetModelIndex( pMdlName ); // const model_t *pModel = modelinfo->GetModel( modOelIndex ); CUtlString ModelName = "models/"; ModelName += pMdlName; model_t *pModel = (model_t *)engine->LoadModel( ModelName ); //, true ); //pMdlName = "models/weapons/shells/shell_pistol.mdl"; return ( void * )pModel; #else return NULL; #endif } void CParticleSystemQuery::PreSimulate( ) { #if defined( CLIENT_DLL ) for( int i = 0; i < m_ActiveProjectedInfos.Count(); i++ ) { m_ActiveProjectedInfos[ i ]->m_bUsedThisFrame = false; } #endif // #if defined( CLIENT_DLL ) } void CParticleSystemQuery::PostSimulate( ) { #if defined( CLIENT_DLL ) TProjectedTextureInfo *pInfo; while( m_ProjectedInfoAdds.PopItem( &pInfo ) == true ) { m_ActiveProjectedInfos.AddToTail( pInfo ); } for( int i = 0; i < m_ActiveProjectedInfos.Count(); i++ ) { if ( m_ActiveProjectedInfos[ i ]->m_bUsedThisFrame == false ) { delete m_ActiveProjectedInfos[ i ]->m_pEntity; m_ActiveProjectedInfos.Remove( i ); i--; continue; } if ( m_ActiveProjectedInfos[ i ]->m_pEntity == NULL ) { m_ActiveProjectedInfos[ i ]->m_pEntity = C_EnvProjectedTexture::Create(); } m_ActiveProjectedInfos[ i ]->m_pEntity->SetAbsOrigin( m_ActiveProjectedInfos[ i ]->m_vOrigin ); m_ActiveProjectedInfos[ i ]->m_pEntity->SetMaterial( m_ActiveProjectedInfos[ i ]->m_pMaterial ); m_ActiveProjectedInfos[ i ]->m_pEntity->SetLightColor( m_ActiveProjectedInfos[ i ]->m_r * 255, m_ActiveProjectedInfos[ i ]->m_g * 255, m_ActiveProjectedInfos[ i ]->m_b * 255, m_ActiveProjectedInfos[ i ]->m_a * 255 ); m_ActiveProjectedInfos[ i ]->m_pEntity->SetSize( m_ActiveProjectedInfos[ i ]->m_flSize ); m_ActiveProjectedInfos[ i ]->m_pEntity->SetRotation( m_ActiveProjectedInfos[ i ]->m_flRotation ); } #endif // #if defined( CLIENT_DLL ) } void CParticleSystemQuery::UpdateProjectedTexture( const int nParticleID, IMaterial *pMaterial, Vector &vOrigin, float flRadius, float flRotation, float r, float g, float b, float a, void *&pUserVar ) { #if defined( CLIENT_DLL ) TProjectedTextureInfo *pInfo = reinterpret_cast< TProjectedTextureInfo * >( pUserVar ); if ( pInfo == NULL ) { pUserVar = pInfo = new TProjectedTextureInfo; memset( pInfo, 0, sizeof( *pInfo ) ); m_ProjectedInfoAdds.PushItem( pInfo ); } pInfo->m_nParticleID = nParticleID; pInfo->m_pMaterial = pMaterial; pInfo->m_vOrigin = vOrigin; pInfo->m_flSize = flRadius; pInfo->m_flRotation = flRotation; pInfo->m_r = r; pInfo->m_g = g; pInfo->m_b = b; pInfo->m_a = a; pInfo->m_bUsedThisFrame = true; // ClientEntityList().AddNonNetworkableEntity( this ); #endif // #if defined( CLIENT_DLL ) } int CParticleSystemQuery::GetActivityCount() { return 0; } const char* CParticleSystemQuery::GetActivityNameFromIndex( int nActivityIndex ) { return 0; }