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320 lines
11 KiB
320 lines
11 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Workfile: $ |
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// $NoKeywords: $ |
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//===========================================================================// |
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#include "cbase.h" |
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#include "c_basetempentity.h" |
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#include "particle_simple3d.h" |
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#include "tier1/KeyValues.h" |
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#include "toolframework_client.h" |
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#include "fx.h" |
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#include "tier0/vprof.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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#define PI 3.14159265359 |
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#define GLASS_SHARD_MIN_LIFE 2 |
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#define GLASS_SHARD_MAX_LIFE 5 |
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#define GLASS_SHARD_NOISE 0.3 |
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#define GLASS_SHARD_GRAVITY 500 |
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#define GLASS_SHARD_DAMPING 0.3 |
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#include "clienteffectprecachesystem.h" |
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectGlassShatter ) |
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CLIENTEFFECT_MATERIAL( "effects/fleck_glass1" ) |
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CLIENTEFFECT_MATERIAL( "effects/fleck_glass2" ) |
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CLIENTEFFECT_MATERIAL( "effects/fleck_tile1" ) |
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CLIENTEFFECT_MATERIAL( "effects/fleck_tile2" ) |
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CLIENTEFFECT_REGISTER_END() |
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//################################################### |
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// > C_TEShatterSurface |
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//################################################### |
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class C_TEShatterSurface : public C_BaseTempEntity |
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{ |
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public: |
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DECLARE_CLASS( C_TEShatterSurface, C_BaseTempEntity ); |
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DECLARE_CLIENTCLASS(); |
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C_TEShatterSurface( void ); |
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~C_TEShatterSurface( void ); |
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virtual void PostDataUpdate( DataUpdateType_t updateType ); |
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private: |
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// Recording |
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void RecordShatterSurface( ); |
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public: |
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Vector m_vecOrigin; |
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QAngle m_vecAngles; |
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Vector m_vecForce; |
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Vector m_vecForcePos; |
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float m_flWidth; |
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float m_flHeight; |
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float m_flShardSize; |
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PMaterialHandle m_pMaterialHandle; |
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int m_nSurfaceType; |
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byte m_uchFrontColor[3]; |
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byte m_uchBackColor[3]; |
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}; |
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//------------------------------------------------------------------------------ |
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// Networking |
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//------------------------------------------------------------------------------ |
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IMPLEMENT_CLIENTCLASS_EVENT_DT(C_TEShatterSurface, DT_TEShatterSurface, CTEShatterSurface) |
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RecvPropVector( RECVINFO(m_vecOrigin)), |
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RecvPropVector( RECVINFO(m_vecAngles)), |
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RecvPropVector( RECVINFO(m_vecForce)), |
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RecvPropVector( RECVINFO(m_vecForcePos)), |
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RecvPropFloat( RECVINFO(m_flWidth)), |
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RecvPropFloat( RECVINFO(m_flHeight)), |
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RecvPropFloat( RECVINFO(m_flShardSize)), |
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RecvPropInt( RECVINFO(m_nSurfaceType)), |
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RecvPropInt( RECVINFO(m_uchFrontColor[0])), |
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RecvPropInt( RECVINFO(m_uchFrontColor[1])), |
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RecvPropInt( RECVINFO(m_uchFrontColor[2])), |
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RecvPropInt( RECVINFO(m_uchBackColor[0])), |
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RecvPropInt( RECVINFO(m_uchBackColor[1])), |
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RecvPropInt( RECVINFO(m_uchBackColor[2])), |
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END_RECV_TABLE() |
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//------------------------------------------------------------------------------ |
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// Constructor, destructor |
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//------------------------------------------------------------------------------ |
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C_TEShatterSurface::C_TEShatterSurface( void ) |
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{ |
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m_vecOrigin.Init(); |
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m_vecAngles.Init(); |
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m_vecForce.Init(); |
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m_vecForcePos.Init(); |
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m_flWidth = 16.0; |
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m_flHeight = 16.0; |
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m_flShardSize = 3; |
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m_nSurfaceType = SHATTERSURFACE_GLASS; |
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m_uchFrontColor[0] = 255; |
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m_uchFrontColor[1] = 255; |
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m_uchFrontColor[2] = 255; |
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m_uchBackColor[0] = 255; |
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m_uchBackColor[1] = 255; |
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m_uchBackColor[2] = 255; |
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} |
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C_TEShatterSurface::~C_TEShatterSurface() |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Recording |
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//----------------------------------------------------------------------------- |
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void C_TEShatterSurface::RecordShatterSurface( ) |
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{ |
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if ( !ToolsEnabled() ) |
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return; |
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if ( clienttools->IsInRecordingMode() ) |
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{ |
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Color front( m_uchFrontColor[0], m_uchFrontColor[1], m_uchFrontColor[2], 255 ); |
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Color back( m_uchBackColor[0], m_uchBackColor[1], m_uchBackColor[2], 255 ); |
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KeyValues *msg = new KeyValues( "TempEntity" ); |
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msg->SetInt( "te", TE_SHATTER_SURFACE ); |
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msg->SetString( "name", "TE_ShatterSurface" ); |
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msg->SetFloat( "time", gpGlobals->curtime ); |
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msg->SetFloat( "originx", m_vecOrigin.x ); |
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msg->SetFloat( "originy", m_vecOrigin.y ); |
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msg->SetFloat( "originz", m_vecOrigin.z ); |
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msg->SetFloat( "anglesx", m_vecAngles.x ); |
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msg->SetFloat( "anglesy", m_vecAngles.y ); |
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msg->SetFloat( "anglesz", m_vecAngles.z ); |
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msg->SetFloat( "forcex", m_vecForce.x ); |
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msg->SetFloat( "forcey", m_vecForce.y ); |
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msg->SetFloat( "forcez", m_vecForce.z ); |
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msg->SetFloat( "forceposx", m_vecForcePos.x ); |
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msg->SetFloat( "forceposy", m_vecForcePos.y ); |
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msg->SetFloat( "forceposz", m_vecForcePos.z ); |
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msg->SetColor( "frontcolor", front ); |
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msg->SetColor( "backcolor", back ); |
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msg->SetFloat( "width", m_flWidth ); |
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msg->SetFloat( "height", m_flHeight ); |
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msg->SetFloat( "size", m_flShardSize ); |
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msg->SetInt( "surfacetype", m_nSurfaceType ); |
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ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg ); |
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msg->deleteThis(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_TEShatterSurface::PostDataUpdate( DataUpdateType_t updateType ) |
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{ |
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VPROF( "C_TEShatterSurface::PostDataUpdate" ); |
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RecordShatterSurface(); |
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CSmartPtr<CSimple3DEmitter> pGlassEmitter = CSimple3DEmitter::Create( "C_TEShatterSurface 1" ); |
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pGlassEmitter->SetSortOrigin( m_vecOrigin ); |
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Vector vecColor; |
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engine->ComputeLighting( m_vecOrigin, NULL, true, vecColor ); |
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// HACK: Blend a little toward white to match the materials... |
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VectorLerp( vecColor, Vector( 1, 1, 1 ), 0.3, vecColor ); |
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PMaterialHandle *hMaterial; |
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if (m_nSurfaceType == SHATTERSURFACE_GLASS) |
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{ |
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hMaterial = g_Mat_Fleck_Glass; |
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} |
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else |
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{ |
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hMaterial = g_Mat_Fleck_Tile; |
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} |
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// --------------------------------------------------- |
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// Figure out number of particles required to fill space |
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// --------------------------------------------------- |
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int nNumWide = m_flWidth / m_flShardSize; |
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int nNumHigh = m_flHeight / m_flShardSize; |
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Vector vWidthStep,vHeightStep; |
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AngleVectors(m_vecAngles,NULL,&vWidthStep,&vHeightStep); |
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vWidthStep *= m_flShardSize; |
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vHeightStep *= m_flShardSize; |
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// --------------------- |
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// Create glass shards |
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// ---------------------- |
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Vector vCurPos = m_vecOrigin; |
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vCurPos.x += 0.5*m_flShardSize; |
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vCurPos.z += 0.5*m_flShardSize; |
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float flMinSpeed = 9999999999.0f; |
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float flMaxSpeed = 0; |
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Particle3D *pParticle = NULL; |
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for (int width=0;width<nNumWide;width++) |
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{ |
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for (int height=0;height<nNumHigh;height++) |
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{ |
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pParticle = (Particle3D *) pGlassEmitter->AddParticle( sizeof(Particle3D), hMaterial[random->RandomInt(0,1)], vCurPos ); |
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Vector vForceVel = Vector(0,0,0); |
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if (random->RandomInt(0, 3) != 0) |
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{ |
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float flForceDistSqr = (vCurPos - m_vecForcePos).LengthSqr(); |
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vForceVel = m_vecForce; |
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if (flForceDistSqr > 0 ) |
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{ |
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vForceVel *= ( 40.0f / flForceDistSqr ); |
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} |
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} |
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if (pParticle) |
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{ |
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pParticle->m_flLifeRemaining = random->RandomFloat(GLASS_SHARD_MIN_LIFE,GLASS_SHARD_MAX_LIFE); |
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pParticle->m_vecVelocity = vForceVel; |
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pParticle->m_vecVelocity += RandomVector(-25,25); |
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pParticle->m_uchSize = m_flShardSize + random->RandomFloat(-0.5*m_flShardSize,0.5*m_flShardSize); |
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pParticle->m_vAngles = m_vecAngles; |
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pParticle->m_flAngSpeed = random->RandomFloat(-400,400); |
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pParticle->m_uchFrontColor[0] = (byte)(m_uchFrontColor[0] * vecColor.x ); |
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pParticle->m_uchFrontColor[1] = (byte)(m_uchFrontColor[1] * vecColor.y ); |
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pParticle->m_uchFrontColor[2] = (byte)(m_uchFrontColor[2] * vecColor.z ); |
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pParticle->m_uchBackColor[0] = (byte)(m_uchBackColor[0] * vecColor.x ); |
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pParticle->m_uchBackColor[1] = (byte)(m_uchBackColor[1] * vecColor.y ); |
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pParticle->m_uchBackColor[2] = (byte)(m_uchBackColor[2] * vecColor.z ); |
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} |
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// Keep track of min and max speed for collision detection |
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float flForceSpeed = vForceVel.Length(); |
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if (flForceSpeed > flMaxSpeed) |
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{ |
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flMaxSpeed = flForceSpeed; |
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} |
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if (flForceSpeed < flMinSpeed) |
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{ |
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flMinSpeed = flForceSpeed; |
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} |
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vCurPos += vHeightStep; |
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} |
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vCurPos -= nNumHigh*vHeightStep; |
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vCurPos += vWidthStep; |
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} |
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// -------------------------------------------------- |
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// Set collision parameters |
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// -------------------------------------------------- |
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Vector vMoveDir = m_vecForce; |
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VectorNormalize(vMoveDir); |
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pGlassEmitter->m_ParticleCollision.Setup( m_vecOrigin, &vMoveDir, GLASS_SHARD_NOISE, |
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flMinSpeed, flMaxSpeed, GLASS_SHARD_GRAVITY, GLASS_SHARD_DAMPING ); |
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} |
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void TE_ShatterSurface( IRecipientFilter& filter, float delay, |
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const Vector* pos, const QAngle* angle, const Vector* vForce, const Vector* vForcePos, |
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float width, float height, float shardsize, ShatterSurface_t surfacetype, |
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int front_r, int front_g, int front_b, int back_r, int back_g, int back_b) |
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{ |
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// Major hack to simulate receiving network message |
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__g_C_TEShatterSurface.m_vecOrigin = *pos; |
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__g_C_TEShatterSurface.m_vecAngles = *angle; |
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__g_C_TEShatterSurface.m_vecForce = *vForce; |
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__g_C_TEShatterSurface.m_vecForcePos = *vForcePos; |
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__g_C_TEShatterSurface.m_flWidth = width; |
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__g_C_TEShatterSurface.m_flHeight = height; |
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__g_C_TEShatterSurface.m_flShardSize = shardsize; |
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__g_C_TEShatterSurface.m_nSurfaceType = surfacetype; |
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__g_C_TEShatterSurface.m_uchFrontColor[0] = front_r; |
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__g_C_TEShatterSurface.m_uchFrontColor[1] = front_g; |
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__g_C_TEShatterSurface.m_uchFrontColor[2] = front_b; |
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__g_C_TEShatterSurface.m_uchBackColor[0] = back_r; |
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__g_C_TEShatterSurface.m_uchBackColor[1] = back_g; |
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__g_C_TEShatterSurface.m_uchBackColor[2] = back_b; |
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__g_C_TEShatterSurface.PostDataUpdate( DATA_UPDATE_CREATED ); |
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} |
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void TE_ShatterSurface( IRecipientFilter& filter, float delay, KeyValues *pKeyValues ) |
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{ |
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Vector vecOrigin, vecForce, vecForcePos; |
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QAngle angles; |
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vecOrigin.x = pKeyValues->GetFloat( "originx" ); |
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vecOrigin.y = pKeyValues->GetFloat( "originy" ); |
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vecOrigin.z = pKeyValues->GetFloat( "originz" ); |
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angles.x = pKeyValues->GetFloat( "anglesx" ); |
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angles.y = pKeyValues->GetFloat( "anglesy" ); |
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angles.z = pKeyValues->GetFloat( "anglesz" ); |
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vecForce.x = pKeyValues->GetFloat( "forcex" ); |
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vecForce.y = pKeyValues->GetFloat( "forcey" ); |
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vecForce.z = pKeyValues->GetFloat( "forcez" ); |
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vecForcePos.x = pKeyValues->GetFloat( "forceposx" ); |
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vecForcePos.y = pKeyValues->GetFloat( "forceposy" ); |
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vecForcePos.z = pKeyValues->GetFloat( "forceposz" ); |
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Color front = pKeyValues->GetColor( "frontcolor" ); |
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Color back = pKeyValues->GetColor( "backcolor" ); |
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float flWidth = pKeyValues->GetFloat( "width" ); |
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float flHeight = pKeyValues->GetFloat( "height" ); |
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float flSize = pKeyValues->GetFloat( "size" ); |
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ShatterSurface_t nSurfaceType = (ShatterSurface_t)pKeyValues->GetInt( "surfacetype" ); |
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TE_ShatterSurface( filter, 0.0f, &vecOrigin, &angles, &vecForce, &vecForcePos, |
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flWidth, flHeight, flSize, nSurfaceType, front.r(), front.g(), front.b(), |
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back.r(), back.g(), back.b() ); |
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}
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