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350 lines
8.2 KiB
350 lines
8.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "simple_physics.h" |
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#include "mathlib/vmatrix.h" |
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#include "beamdraw.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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class C_Hairball : public C_BaseEntity |
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{ |
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DECLARE_CLASS( C_Hairball, C_BaseEntity ); |
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private: |
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class CHairballDelegate : public CSimplePhysics::IHelper |
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{ |
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public: |
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virtual void GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel ); |
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virtual void ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes ); |
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C_Hairball *m_pParent; |
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}; |
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public: |
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C_Hairball(); |
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void Init(); |
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// IClientThinkable. |
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public: |
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virtual void ClientThink(); |
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// IClientRenderable. |
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public: |
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virtual int DrawModel( int flags ); |
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public: |
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float m_flSphereRadius; |
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int m_nHairs; |
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int m_nNodesPerHair; |
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float m_flSpringDist; // = hair length / (m_nNodesPerHair-1) |
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CUtlVector<CSimplePhysics::CNode> m_Nodes; // This is m_nHairs * m_nNodesPerHair large. |
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CUtlVector<Vector> m_HairPositions; // Untransformed base hair positions, distributed on the sphere. |
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CUtlVector<Vector> m_TransformedHairPositions; // Transformed base hair positions, distributed on the sphere. |
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CHairballDelegate m_Delegate; |
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CSimplePhysics m_Physics; |
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IMaterial *m_pMaterial; |
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// Super sophisticated AI. |
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float m_flSitStillTime; |
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Vector m_vMoveDir; |
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float m_flSpinDuration; |
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float m_flCurSpinTime; |
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float m_flSpinRateX, m_flSpinRateY; |
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bool m_bFirstThink; |
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}; |
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void C_Hairball::CHairballDelegate::GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel ) |
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{ |
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pAccel->Init( 0, 0, -1500 ); |
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} |
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void C_Hairball::CHairballDelegate::ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes ) |
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{ |
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int nSegments = m_pParent->m_nNodesPerHair - 1; |
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float flSpringDistSqr = m_pParent->m_flSpringDist * m_pParent->m_flSpringDist; |
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static int nIterations = 1; |
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for( int iIteration=0; iIteration < nIterations; iIteration++ ) |
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{ |
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for ( int iHair=0; iHair < m_pParent->m_nHairs; iHair++ ) |
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{ |
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CSimplePhysics::CNode *pBase = &pNodes[iHair * m_pParent->m_nNodesPerHair]; |
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for( int i=0; i < nSegments; i++ ) |
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{ |
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Vector &vNode1 = pBase[i].m_vPos; |
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Vector &vNode2 = pBase[i+1].m_vPos; |
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Vector vTo = vNode1 - vNode2; |
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float flDistSqr = vTo.LengthSqr(); |
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if( flDistSqr > flSpringDistSqr ) |
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{ |
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float flDist = (float)sqrt( flDistSqr ); |
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vTo *= 1 - (m_pParent->m_flSpringDist / flDist); |
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vNode1 -= vTo * 0.5f; |
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vNode2 += vTo * 0.5f; |
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} |
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} |
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// Lock the base of each hair to the right spot. |
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pBase->m_vPos = m_pParent->m_TransformedHairPositions[iHair]; |
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} |
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} |
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} |
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C_Hairball::C_Hairball() |
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{ |
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m_nHairs = 100; |
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m_nNodesPerHair = 3; |
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float flHairLength = 20; |
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m_flSpringDist = flHairLength / (m_nNodesPerHair - 1); |
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m_Nodes.SetSize( m_nHairs * m_nNodesPerHair ); |
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m_HairPositions.SetSize( m_nHairs ); |
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m_TransformedHairPositions.SetSize( m_nHairs ); |
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m_flSphereRadius = 20; |
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m_vMoveDir.Init(); |
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m_flSpinDuration = 1; |
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m_flCurSpinTime = 0; |
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m_flSpinRateX = m_flSpinRateY = 0; |
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// Distribute on the sphere (need a better random distribution for the sphere). |
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for ( int i=0; i < m_HairPositions.Count(); i++ ) |
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{ |
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float theta = RandomFloat( -M_PI, M_PI ); |
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float phi = RandomFloat( -M_PI/2, M_PI/2 ); |
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float cosPhi = cos( phi ); |
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m_HairPositions[i].Init( |
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cos(theta) * cosPhi * m_flSphereRadius, |
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sin(theta) * cosPhi * m_flSphereRadius, |
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sin(phi) * m_flSphereRadius ); |
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} |
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m_Delegate.m_pParent = this; |
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m_Physics.Init( 1.0 / 20 ); // NOTE: PLAY WITH THIS FOR EFFICIENCY |
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m_pMaterial = NULL; |
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m_bFirstThink = true; |
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} |
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void C_Hairball::Init() |
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{ |
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ClientEntityList().AddNonNetworkableEntity( this ); |
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ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_ALWAYS ); |
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AddToLeafSystem( RENDER_GROUP_OPAQUE_ENTITY ); |
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m_pMaterial = materials->FindMaterial( "cable/cable", TEXTURE_GROUP_OTHER ); |
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m_flSitStillTime = 5; |
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} |
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void C_Hairball::ClientThink() |
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{ |
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// Do some AI-type stuff.. move the entity around. |
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//C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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//m_vecAngles = SetAbsAngles( pPlayer->GetAbsAngles() ); // copy player angles. |
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Assert( !GetMoveParent() ); |
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// Sophisticated AI. |
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m_flCurSpinTime += gpGlobals->frametime; |
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if ( m_flCurSpinTime < m_flSpinDuration ) |
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{ |
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float div = m_flCurSpinTime / m_flSpinDuration; |
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QAngle angles = GetLocalAngles(); |
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angles.x += m_flSpinRateX * SmoothCurve( div ); |
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angles.y += m_flSpinRateY * SmoothCurve( div ); |
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SetLocalAngles( angles ); |
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} |
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else |
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{ |
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// Flip between stopped and starting. |
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if ( fabs( m_flSpinRateX ) > 0.01f ) |
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{ |
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m_flSpinRateX = m_flSpinRateY = 0; |
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m_flSpinDuration = RandomFloat( 1, 2 ); |
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} |
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else |
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{ |
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static float flXSpeed = 3; |
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static float flYSpeed = flXSpeed * 0.1f; |
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m_flSpinRateX = RandomFloat( -M_PI*flXSpeed, M_PI*flXSpeed ); |
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m_flSpinRateY = RandomFloat( -M_PI*flYSpeed, M_PI*flYSpeed ); |
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m_flSpinDuration = RandomFloat( 1, 4 ); |
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} |
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m_flCurSpinTime = 0; |
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} |
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if ( m_flSitStillTime > 0 ) |
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{ |
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m_flSitStillTime -= gpGlobals->frametime; |
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if ( m_flSitStillTime <= 0 ) |
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{ |
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// Shoot out some random lines and find the longest one. |
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m_vMoveDir.Init( 1, 0, 0 ); |
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float flLongestFraction = 0; |
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for ( int i=0; i < 15; i++ ) |
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{ |
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Vector vDir( RandomFloat( -1, 1 ), RandomFloat( -1, 1 ), RandomFloat( -1, 1 ) ); |
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VectorNormalize( vDir ); |
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trace_t trace; |
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vDir * 10000, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &trace ); |
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if ( trace.fraction != 1.0 ) |
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{ |
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if ( trace.fraction > flLongestFraction ) |
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{ |
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flLongestFraction = trace.fraction; |
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m_vMoveDir = vDir; |
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} |
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} |
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} |
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m_vMoveDir *= 650; // set speed. |
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m_flSitStillTime = -1; // Move in this direction.. |
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} |
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} |
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else |
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{ |
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// Move in the specified direction. |
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Vector vEnd = GetAbsOrigin() + m_vMoveDir * gpGlobals->frametime; |
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trace_t trace; |
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UTIL_TraceLine( GetAbsOrigin(), vEnd, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &trace ); |
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if ( trace.fraction < 1 ) |
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{ |
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// Ok, stop moving. |
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m_flSitStillTime = RandomFloat( 1, 3 ); |
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} |
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else |
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{ |
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SetLocalOrigin( GetLocalOrigin() + m_vMoveDir * gpGlobals->frametime ); |
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} |
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} |
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// Transform the base hair positions so we can lock them down. |
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VMatrix mTransform; |
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mTransform.SetupMatrixOrgAngles( GetLocalOrigin(), GetLocalAngles() ); |
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for ( int i=0; i < m_HairPositions.Count(); i++ ) |
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{ |
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Vector3DMultiplyPosition( mTransform, m_HairPositions[i], m_TransformedHairPositions[i] ); |
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} |
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if ( m_bFirstThink ) |
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{ |
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m_bFirstThink = false; |
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for ( int i=0; i < m_HairPositions.Count(); i++ ) |
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{ |
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for ( int j=0; j < m_nNodesPerHair; j++ ) |
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{ |
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m_Nodes[i*m_nNodesPerHair+j].Init( m_TransformedHairPositions[i] ); |
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} |
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} |
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} |
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// Simulate the physics and apply constraints. |
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m_Physics.Simulate( m_Nodes.Base(), m_Nodes.Count(), &m_Delegate, gpGlobals->frametime, 0.98 ); |
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} |
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int C_Hairball::DrawModel( int flags ) |
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{ |
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if ( !m_pMaterial ) |
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return 0; |
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); |
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for ( int iHair=0; iHair < m_nHairs; iHair++ ) |
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{ |
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CSimplePhysics::CNode *pBase = &m_Nodes[iHair * m_nNodesPerHair]; |
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CBeamSegDraw beamDraw; |
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beamDraw.Start( pRenderContext, m_nNodesPerHair-1, m_pMaterial ); |
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for ( int i=0; i < m_nNodesPerHair; i++ ) |
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{ |
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BeamSeg_t seg; |
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seg.m_vPos = pBase[i].m_vPredicted; |
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seg.m_vColor.Init( 0, 0, 0 ); |
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seg.m_flTexCoord = 0; |
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static float flHairWidth = 1; |
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seg.m_flWidth = flHairWidth; |
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seg.m_flAlpha = 0; |
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beamDraw.NextSeg( &seg ); |
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} |
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beamDraw.End(); |
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} |
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return 1; |
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} |
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void CreateHairballCallback() |
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{ |
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for ( int i=0; i < 20; i++ ) |
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{ |
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C_Hairball *pHairball = new C_Hairball; |
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pHairball->Init(); |
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// Put it a short distance in front of the player. |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( !pPlayer ) |
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return; |
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Vector vForward; |
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AngleVectors( pPlayer->GetAbsAngles(), &vForward ); |
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pHairball->SetLocalOrigin( pPlayer->GetAbsOrigin() + vForward * 300 + RandomVector( 0, 100 ) ); |
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} |
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} |
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ConCommand cc_CreateHairball( "CreateHairball", CreateHairballCallback, 0, FCVAR_CHEAT ); |
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