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222 lines
6.2 KiB
222 lines
6.2 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 "game.h" |
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#include "CRagdollMagnet.h" |
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#include "cplane.h" |
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ConVar ai_debug_ragdoll_magnets( "ai_debug_ragdoll_magnets", "0"); |
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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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LINK_ENTITY_TO_CLASS( phys_ragdollmagnet, CRagdollMagnet ); |
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BEGIN_DATADESC( CRagdollMagnet ) |
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DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "radius" ), |
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DEFINE_KEYFIELD( m_force, FIELD_FLOAT, "force" ), |
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DEFINE_KEYFIELD( m_axis, FIELD_VECTOR, "axis" ), |
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : &inputdata - |
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//----------------------------------------------------------------------------- |
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void CRagdollMagnet::InputEnable( inputdata_t &inputdata ) |
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{ |
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Enable( true ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : &inputdata - |
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//----------------------------------------------------------------------------- |
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void CRagdollMagnet::InputDisable( inputdata_t &inputdata ) |
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{ |
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Enable( false ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Find the ragdoll magnet entity that should pull this entity's ragdoll |
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// Input : *pNPC - the npc that's dying |
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// Output : CRagdollMagnet - the magnet that's best to use. |
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// |
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// NOTES: |
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// |
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// The nearest ragdoll magnet pulls me in IF: |
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// - Present |
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// - I'm within the magnet's RADIUS |
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// - LATER: There is clear line of sight from my center to the magnet |
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// - LATER: I'm not flagged to ignore ragdoll magnets |
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// - LATER: The magnet is not turned OFF |
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//----------------------------------------------------------------------------- |
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CRagdollMagnet *CRagdollMagnet::FindBestMagnet( CBaseEntity *pNPC ) |
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{ |
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CRagdollMagnet *pMagnet = NULL; |
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CRagdollMagnet *pBestMagnet; |
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float flClosestDist; |
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// Assume we won't find one. |
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pBestMagnet = NULL; |
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flClosestDist = FLT_MAX; |
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do |
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{ |
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pMagnet = (CRagdollMagnet *)gEntList.FindEntityByClassname( pMagnet, "phys_ragdollmagnet" ); |
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if( pMagnet && pMagnet->IsEnabled() ) |
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{ |
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if( pMagnet->m_target != NULL_STRING ) |
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{ |
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// if this magnet has a target, only affect that target! |
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if( pNPC->GetEntityName() == pMagnet->m_target ) |
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{ |
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return pMagnet; |
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} |
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else |
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{ |
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continue; |
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} |
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} |
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float flDist; |
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flDist = pMagnet->DistToPoint( pNPC->WorldSpaceCenter() ); |
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if( flDist < flClosestDist && flDist <= pMagnet->GetRadius() ) |
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{ |
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// This is the closest magnet that can pull this npc. |
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flClosestDist = flDist; |
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pBestMagnet = pMagnet; |
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} |
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} |
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} while( pMagnet ); |
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return pBestMagnet; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Get the force that we should add to this NPC's ragdoll. |
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// Input : *pNPC - |
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// Output : Vector |
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// |
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// NOTE: This function assumes pNPC is within this magnet's radius. |
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//----------------------------------------------------------------------------- |
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Vector CRagdollMagnet::GetForceVector( CBaseEntity *pNPC ) |
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{ |
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Vector vecForceToApply; |
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if( IsBarMagnet() ) |
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{ |
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CPlane axis; |
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Vector vecForceDir; |
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Vector vecClosest; |
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CalcClosestPointOnLineSegment( pNPC->WorldSpaceCenter(), GetAbsOrigin(), m_axis, vecClosest, NULL ); |
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vecForceDir = (vecClosest - pNPC->WorldSpaceCenter() ); |
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VectorNormalize( vecForceDir ); |
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vecForceToApply = vecForceDir * m_force; |
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} |
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else |
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{ |
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Vector vecForce; |
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vecForce = GetAbsOrigin() - pNPC->WorldSpaceCenter(); |
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VectorNormalize( vecForce ); |
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vecForceToApply = vecForce * m_force; |
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} |
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if( ai_debug_ragdoll_magnets.GetBool() ) |
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{ |
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IPhysicsObject *pPhysObject; |
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pPhysObject = pNPC->VPhysicsGetObject(); |
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if( pPhysObject ) |
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{ |
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Msg("Ragdoll magnet adding %f inches/sec to %s\n", m_force/pPhysObject->GetMass(), pNPC->GetClassname() ); |
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} |
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} |
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return vecForceToApply; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: How far away is this point? This is different for point and bar magnets |
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// Input : &vecPoint - the point |
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// Output : float - the dist |
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//----------------------------------------------------------------------------- |
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float CRagdollMagnet::DistToPoint( const Vector &vecPoint ) |
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{ |
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if( IsBarMagnet() ) |
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{ |
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// I'm a bar magnet, so the point's distance is really the plane constant. |
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// A bar magnet is a cylinder who's length is AbsOrigin() to m_axis, and whose |
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// diameter is m_radius. |
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// first we build two planes. The TOP and BOTTOM planes. |
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// the idea is that vecPoint must be on the right side of both |
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// planes to be affected by this particular magnet. |
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// TOP and BOTTOM planes can be visualized as the 'caps' of the cylinder |
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// that describes the bar magnet, and they point towards each other. |
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// We're making sure vecPoint is between the caps. |
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Vector vecAxis; |
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vecAxis = GetAxisVector(); |
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VectorNormalize( vecAxis ); |
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CPlane top, bottom; |
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bottom.InitializePlane( -vecAxis, m_axis ); |
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top.InitializePlane( vecAxis, GetAbsOrigin() ); |
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if( top.PointInFront( vecPoint ) && bottom.PointInFront( vecPoint ) ) |
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{ |
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// This point is between the two caps, so calculate the distance |
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// of vecPoint from the axis of the bar magnet |
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CPlane axis; |
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Vector vecUp; |
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Vector vecRight; |
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// Horizontal and Vertical distances. |
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float hDist, vDist; |
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// Need to get a vector that's right-hand to m_axis |
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VectorVectors( vecAxis, vecRight, vecUp ); |
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//CrossProduct( vecAxis, vecUp, vecRight ); |
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//VectorNormalize( vecRight ); |
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//VectorNormalize( vecUp ); |
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// Set up the plane to measure horizontal dist. |
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axis.InitializePlane( vecRight, GetAbsOrigin() ); |
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hDist = fabs( axis.PointDist( vecPoint ) ); |
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axis.InitializePlane( vecUp, GetAbsOrigin() ); |
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vDist = fabs( axis.PointDist( vecPoint ) ); |
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return MAX( hDist, vDist ); |
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} |
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else |
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{ |
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return FLT_MAX; |
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} |
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} |
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else |
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{ |
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// I'm a point magnet. Just return dist |
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return ( GetAbsOrigin() - vecPoint ).Length(); |
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} |
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}
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