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621 lines
17 KiB
621 lines
17 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: particle system definitions |
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// |
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//===========================================================================// |
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#include "cbase.h" |
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#include "particles/particles.h" |
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#include "baseparticleentity.h" |
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#include "entityparticletrail_shared.h" |
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#include "collisionutils.h" |
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#if defined( CLIENT_DLL ) |
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#include "c_pixel_visibility.h" |
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#endif |
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#ifdef TF_CLIENT_DLL |
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#include "tf_shareddefs.h" |
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#endif |
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#ifdef GAME_DLL |
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#include "ai_utils.h" |
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#endif |
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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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//----------------------------------------------------------------------------- |
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// Interface to allow the particle system to call back into the game code |
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//----------------------------------------------------------------------------- |
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class CParticleSystemQuery : public CBaseAppSystem< IParticleSystemQuery > |
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{ |
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public: |
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// Inherited from IParticleSystemQuery |
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virtual void GetLightingAtPoint( const Vector& vecOrigin, Color &cTint ); |
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virtual void TraceLine( const Vector& vecAbsStart, |
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const Vector& vecAbsEnd, unsigned int mask, |
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const IHandleEntity *ignore, |
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int collisionGroup, CBaseTrace *ptr ); |
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virtual bool MovePointInsideControllingObject( CParticleCollection *pParticles, |
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void *pObject, |
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Vector *pPnt ); |
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virtual void GetRandomPointsOnControllingObjectHitBox( |
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CParticleCollection *pParticles, |
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int nControlPointNumber, |
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int nNumPtsOut, |
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float flBBoxScale, |
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int nNumTrysToGetAPointInsideTheModel, |
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Vector *pPntsOut, |
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Vector vecDirectionalBias, |
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Vector *pHitBoxRelativeCoordOut, |
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int *pHitBoxIndexOut |
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); |
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virtual int GetCollisionGroupFromName( const char *pszCollisionGroupName ); |
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virtual int GetControllingObjectHitBoxInfo( |
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CParticleCollection *pParticles, |
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int nControlPointNumber, |
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int nBufSize, // # of output slots available |
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ModelHitBoxInfo_t *pHitBoxOutputBuffer ); |
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virtual bool IsPointInControllingObjectHitBox( |
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CParticleCollection *pParticles, |
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int nControlPointNumber, Vector vecPos, bool bBBoxOnly ); |
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virtual Vector GetLocalPlayerPos( void ); |
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virtual void GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL ); |
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virtual float GetPixelVisibility( int *pQueryHandle, const Vector &vecOrigin, float flScale ); |
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virtual void SetUpLightingEnvironment( const Vector& pos ); |
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}; |
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static CParticleSystemQuery s_ParticleSystemQuery; |
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IParticleSystemQuery *g_pParticleSystemQuery = &s_ParticleSystemQuery; |
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//----------------------------------------------------------------------------- |
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// Exposes the interface (so tools can get at it) |
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//----------------------------------------------------------------------------- |
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#ifdef CLIENT_DLL |
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CParticleSystemQuery, IParticleSystemQuery, PARTICLE_SYSTEM_QUERY_INTERFACE_VERSION, s_ParticleSystemQuery ); |
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#endif |
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static CThreadFastMutex s_LightMutex; |
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static CThreadFastMutex s_BoneMutex; |
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//----------------------------------------------------------------------------- |
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// Inherited from IParticleSystemQuery |
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//----------------------------------------------------------------------------- |
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void CParticleSystemQuery::GetLightingAtPoint( const Vector& vecOrigin, Color &cTint ) |
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{ |
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#ifdef GAME_DLL |
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// FIXME: Go through to the engine from the server to get these values |
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cTint.SetColor( 255, 255, 255, 255 ); |
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#else |
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if ( engine->IsInGame() ) |
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{ |
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s_LightMutex.Lock(); |
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// Compute our lighting at our position |
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Vector totalColor = engine->GetLightForPoint( vecOrigin, true ); |
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s_LightMutex.Unlock(); |
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// Get our lighting information |
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cTint.SetColor( totalColor.x*255, totalColor.y*255, totalColor.z*255, 0 ); |
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} |
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else |
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{ |
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// FIXME: Go through to the engine from the server to get these values |
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cTint.SetColor( 255, 255, 255, 255 ); |
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} |
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#endif |
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} |
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void CParticleSystemQuery::SetUpLightingEnvironment( const Vector& pos ) |
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{ |
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#ifndef GAME_DLL |
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if ( !engine->IsInGame() ) |
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return; |
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s_LightMutex.Lock(); |
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modelrender->SetupLighting( pos ); |
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s_LightMutex.Unlock(); |
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#endif |
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} |
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void CParticleSystemQuery::TraceLine( const Vector& vecAbsStart, |
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const Vector& vecAbsEnd, unsigned int mask, |
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const IHandleEntity *ignore, |
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int collisionGroup, CBaseTrace *ptr ) |
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{ |
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bool bDoTrace = false; |
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#ifndef GAME_DLL |
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bDoTrace = engine->IsInGame(); |
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#endif |
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if ( bDoTrace ) |
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{ |
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trace_t tempTrace; |
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UTIL_TraceLine( vecAbsStart, vecAbsEnd, mask, ignore, collisionGroup, &tempTrace ); |
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memcpy( ptr, &tempTrace, sizeof ( CBaseTrace ) ); |
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} |
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else |
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{ |
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ptr->startsolid = 0; |
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ptr->fraction = 1.0; |
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} |
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} |
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bool CParticleSystemQuery::MovePointInsideControllingObject( |
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CParticleCollection *pParticles, void *pObject, Vector *pPnt ) |
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{ |
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#ifdef GAME_DLL |
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return true; |
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#else |
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if (! pObject ) |
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return true; // accept the input point unmodified |
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Ray_t ray; |
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trace_t tr; |
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ray.Init( *pPnt, *pPnt ); |
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enginetrace->ClipRayToEntity( ray, MASK_ALL, (CBaseEntity *) pObject, &tr ); |
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return ( tr.startsolid ); |
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#endif |
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} |
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static float GetSurfaceCoord( float flRand, float flMinX, float flMaxX ) |
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{ |
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return Lerp( flRand, flMinX, flMaxX ); |
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} |
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void CParticleSystemQuery::GetRandomPointsOnControllingObjectHitBox( |
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CParticleCollection *pParticles, |
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int nControlPointNumber, |
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int nNumPtsOut, |
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float flBBoxScale, |
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int nNumTrysToGetAPointInsideTheModel, |
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Vector *pPntsOut, |
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Vector vecDirectionalBias, |
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Vector *pHitBoxRelativeCoordOut, |
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int *pHitBoxIndexOut |
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) |
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{ |
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bool bSucesss = false; |
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#ifndef GAME_DLL |
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EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject ); |
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CBaseEntity *pMoveParent = NULL; |
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if ( phMoveParent ) |
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{ |
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pMoveParent = *( phMoveParent ); |
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} |
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if ( pMoveParent ) |
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{ |
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float flRandMax = flBBoxScale; |
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float flRandMin = 1.0 - flBBoxScale; |
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Vector vecBasePos; |
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pParticles->GetControlPointAtTime( nControlPointNumber, pParticles->m_flCurTime, &vecBasePos ); |
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s_BoneMutex.Lock(); |
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C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating(); |
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if ( pAnimating ) |
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{ |
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matrix3x4_t *hitboxbones[MAXSTUDIOBONES]; |
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if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) ) |
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{ |
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studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() ); |
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if ( pStudioHdr ) |
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{ |
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mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() ); |
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if ( set ) |
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{ |
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bSucesss = true; |
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Vector vecWorldPosition; |
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float u = 0, v = 0, w = 0; |
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int nHitbox = 0; |
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int nNumIters = nNumTrysToGetAPointInsideTheModel; |
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if (! vecDirectionalBias.IsZero( 0.0001 ) ) |
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nNumIters = MAX( nNumIters, 5 ); |
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for( int i=0 ; i < nNumPtsOut; i++) |
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{ |
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int nTryCnt = nNumIters; |
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float flBestPointGoodness = -1.0e20; |
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do |
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{ |
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int nTryHitbox = pParticles->RandomInt( 0, set->numhitboxes - 1 ); |
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mstudiobbox_t *pBox = set->pHitbox(nTryHitbox); |
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float flTryU = pParticles->RandomFloat( flRandMin, flRandMax ); |
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float flTryV = pParticles->RandomFloat( flRandMin, flRandMax ); |
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float flTryW = pParticles->RandomFloat( flRandMin, flRandMax ); |
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Vector vecLocalPosition; |
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vecLocalPosition.x = GetSurfaceCoord( flTryU, pBox->bbmin.x * pAnimating->GetModelScale(), pBox->bbmax.x * pAnimating->GetModelScale() ); |
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vecLocalPosition.y = GetSurfaceCoord( flTryV, pBox->bbmin.y * pAnimating->GetModelScale(), pBox->bbmax.y * pAnimating->GetModelScale() ); |
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vecLocalPosition.z = GetSurfaceCoord( flTryW, pBox->bbmin.z * pAnimating->GetModelScale(), pBox->bbmax.z * pAnimating->GetModelScale() ); |
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Vector vecTryWorldPosition; |
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VectorTransform( vecLocalPosition, *hitboxbones[pBox->bone], vecTryWorldPosition ); |
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float flPointGoodness = pParticles->RandomFloat( 0, 72 ) |
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+ DotProduct( vecTryWorldPosition - vecBasePos, |
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vecDirectionalBias ); |
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if ( nNumTrysToGetAPointInsideTheModel ) |
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{ |
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// do a point in solid test |
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Ray_t ray; |
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trace_t tr; |
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ray.Init( vecTryWorldPosition, vecTryWorldPosition ); |
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enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr ); |
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if ( tr.startsolid ) |
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flPointGoodness += 1000.; // got a point inside! |
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} |
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if ( flPointGoodness > flBestPointGoodness ) |
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{ |
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u = flTryU; |
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v = flTryV; |
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w = flTryW; |
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vecWorldPosition = vecTryWorldPosition; |
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nHitbox = nTryHitbox; |
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flBestPointGoodness = flPointGoodness; |
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} |
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} while ( nTryCnt-- ); |
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*( pPntsOut++ ) = vecWorldPosition; |
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if ( pHitBoxRelativeCoordOut ) |
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( pHitBoxRelativeCoordOut++ )->Init( u, v, w ); |
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if ( pHitBoxIndexOut ) |
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*( pHitBoxIndexOut++ ) = nHitbox; |
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} |
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} |
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} |
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} |
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} |
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if ( pMoveParent->IsBrushModel() ) |
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{ |
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Vector vecMin; |
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Vector vecMax; |
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matrix3x4_t matOrientation; |
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Vector VecOrigin; |
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pMoveParent->GetRenderBounds( vecMin, vecMax ); |
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VecOrigin = pMoveParent->GetRenderOrigin(); |
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matOrientation = pMoveParent->EntityToWorldTransform(); |
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Vector vecWorldPosition; |
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float u = 0, v = 0, w = 0; |
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int nHitbox = 0; |
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int nNumIters = nNumTrysToGetAPointInsideTheModel; |
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if (! vecDirectionalBias.IsZero( 0.0001 ) ) |
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nNumIters = MAX( nNumIters, 5 ); |
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for( int i=0 ; i < nNumPtsOut; i++) |
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{ |
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int nTryCnt = nNumIters; |
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float flBestPointGoodness = -1.0e20; |
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do |
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{ |
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float flTryU = pParticles->RandomFloat( flRandMin, flRandMax ); |
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float flTryV = pParticles->RandomFloat( flRandMin, flRandMax ); |
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float flTryW = pParticles->RandomFloat( flRandMin, flRandMax ); |
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Vector vecLocalPosition; |
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vecLocalPosition.x = GetSurfaceCoord( flTryU, vecMin.x, vecMax.x ); |
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vecLocalPosition.y = GetSurfaceCoord( flTryV, vecMin.y, vecMax.y ); |
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vecLocalPosition.z = GetSurfaceCoord( flTryW, vecMin.z, vecMax.z ); |
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Vector vecTryWorldPosition; |
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VectorTransform( vecLocalPosition, matOrientation, vecTryWorldPosition ); |
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float flPointGoodness = pParticles->RandomFloat( 0, 72 ) |
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+ DotProduct( vecTryWorldPosition - vecBasePos, |
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vecDirectionalBias ); |
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if ( nNumTrysToGetAPointInsideTheModel ) |
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{ |
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// do a point in solid test |
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Ray_t ray; |
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trace_t tr; |
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ray.Init( vecTryWorldPosition, vecTryWorldPosition ); |
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enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr ); |
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if ( tr.startsolid ) |
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flPointGoodness += 1000.; // got a point inside! |
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} |
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if ( flPointGoodness > flBestPointGoodness ) |
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{ |
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u = flTryU; |
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v = flTryV; |
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w = flTryW; |
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vecWorldPosition = vecTryWorldPosition; |
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nHitbox = 0; |
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flBestPointGoodness = flPointGoodness; |
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} |
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} while ( nTryCnt-- ); |
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*( pPntsOut++ ) = vecWorldPosition; |
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if ( pHitBoxRelativeCoordOut ) |
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( pHitBoxRelativeCoordOut++ )->Init( u, v, w ); |
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if ( pHitBoxIndexOut ) |
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*( pHitBoxIndexOut++ ) = nHitbox; |
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} |
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} |
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s_BoneMutex.Unlock(); |
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} |
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#endif |
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if (! bSucesss ) |
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{ |
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// don't have a model or am in editor or something - fill return with control point |
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for( int i=0 ; i < nNumPtsOut; i++) |
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{ |
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pPntsOut[i] = pParticles->m_ControlPoints[nControlPointNumber].m_Position; // fallback if anything goes wrong |
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if ( pHitBoxIndexOut ) |
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pHitBoxIndexOut[i] = 0; |
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if ( pHitBoxRelativeCoordOut ) |
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pHitBoxRelativeCoordOut[i].Init(); |
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} |
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} |
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} |
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int CParticleSystemQuery::GetControllingObjectHitBoxInfo( |
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CParticleCollection *pParticles, |
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int nControlPointNumber, |
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int nBufSize, // # of output slots available |
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ModelHitBoxInfo_t *pHitBoxOutputBuffer ) |
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{ |
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int nRet = 0; |
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#ifndef GAME_DLL |
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s_BoneMutex.Lock(); |
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EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject ); |
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CBaseEntity *pMoveParent = NULL; |
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if ( phMoveParent ) |
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{ |
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pMoveParent = *( phMoveParent ); |
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} |
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if ( pMoveParent ) |
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{ |
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C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating(); |
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if ( pAnimating ) |
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{ |
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matrix3x4_t *hitboxbones[MAXSTUDIOBONES]; |
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if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) ) |
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{ |
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studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() ); |
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if ( pStudioHdr ) |
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{ |
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mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() ); |
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if ( set ) |
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{ |
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nRet = MIN( nBufSize, set->numhitboxes ); |
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for( int i=0 ; i < nRet; i++ ) |
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{ |
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mstudiobbox_t *pBox = set->pHitbox( i ); |
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pHitBoxOutputBuffer[i].m_vecBoxMins.x = pBox->bbmin.x; |
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pHitBoxOutputBuffer[i].m_vecBoxMins.y = pBox->bbmin.y; |
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pHitBoxOutputBuffer[i].m_vecBoxMins.z = pBox->bbmin.z; |
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pHitBoxOutputBuffer[i].m_vecBoxMaxes.x = pBox->bbmax.x; |
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pHitBoxOutputBuffer[i].m_vecBoxMaxes.y = pBox->bbmax.y; |
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pHitBoxOutputBuffer[i].m_vecBoxMaxes.z = pBox->bbmax.z; |
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pHitBoxOutputBuffer[i].m_Transform = *hitboxbones[pBox->bone]; |
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} |
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} |
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} |
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} |
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} |
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if ( pMoveParent->IsBrushModel() ) |
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{ |
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Vector vecMin; |
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Vector vecMax; |
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matrix3x4_t matOrientation; |
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pMoveParent->GetRenderBounds( vecMin, vecMax ); |
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matOrientation = pMoveParent->EntityToWorldTransform(); |
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pHitBoxOutputBuffer[0].m_vecBoxMins = vecMin; |
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pHitBoxOutputBuffer[0].m_vecBoxMaxes = vecMax; |
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pHitBoxOutputBuffer[0].m_Transform = matOrientation; |
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nRet = 1; |
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} |
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} |
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s_BoneMutex.Unlock(); |
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#endif |
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return nRet; |
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} |
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bool CParticleSystemQuery::IsPointInControllingObjectHitBox( |
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CParticleCollection *pParticles, |
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int nControlPointNumber, Vector vecPos, bool bBBoxOnly ) |
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{ |
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bool bSuccess = false; |
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#ifndef GAME_DLL |
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EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject ); |
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CBaseEntity *pMoveParent = NULL; |
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if ( phMoveParent ) |
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{ |
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pMoveParent = *( phMoveParent ); |
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} |
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if ( pMoveParent ) |
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{ |
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s_BoneMutex.Lock(); |
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C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating(); |
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bool bInBBox = false; |
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Vector vecBBoxMin; |
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Vector vecBBoxMax; |
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Vector vecOrigin; |
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vecBBoxMin = pMoveParent->CollisionProp()->OBBMins(); |
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vecBBoxMax = pMoveParent->CollisionProp()->OBBMaxs(); |
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matrix3x4_t matOrientation; |
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matOrientation = pMoveParent->EntityToWorldTransform(); |
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Vector vecLocalPos; |
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VectorITransform( vecPos, matOrientation, vecLocalPos ); |
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if ( IsPointInBox( vecLocalPos, vecBBoxMin, vecBBoxMax ) ) |
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bInBBox = true; |
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if ( bInBBox && bBBoxOnly ) |
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bSuccess = true; |
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else if ( pAnimating && bInBBox ) |
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{ |
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matrix3x4_t *hitboxbones[MAXSTUDIOBONES]; |
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if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) ) |
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{ |
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studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() ); |
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if ( pStudioHdr ) |
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{ |
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mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() ); |
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if ( set ) |
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{ |
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// do a point in solid test |
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Ray_t ray; |
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trace_t tr; |
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ray.Init( vecPos, vecPos ); |
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enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr ); |
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if ( tr.startsolid ) |
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bSuccess = true; |
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} |
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} |
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} |
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} |
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else if ( pMoveParent->IsBrushModel() && bInBBox ) |
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{ |
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// do a point in solid test |
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Ray_t ray; |
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trace_t tr; |
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ray.Init( vecPos, vecPos ); |
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enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr ); |
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if ( tr.startsolid ) |
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bSuccess = true; |
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} |
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s_BoneMutex.Unlock(); |
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} |
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#endif |
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return bSuccess; |
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} |
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struct CollisionGroupNameRecord_t |
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{ |
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const char *m_pszGroupName; |
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int m_nGroupID; |
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}; |
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static CollisionGroupNameRecord_t s_NameMap[]={ |
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{ "NONE", COLLISION_GROUP_NONE }, |
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{ "DEBRIS", COLLISION_GROUP_DEBRIS }, |
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{ "INTERACTIVE", COLLISION_GROUP_INTERACTIVE }, |
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{ "NPC", COLLISION_GROUP_NPC }, |
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{ "ACTOR", COLLISION_GROUP_NPC_ACTOR }, |
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{ "PASSABLE", COLLISION_GROUP_PASSABLE_DOOR }, |
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#if defined( TF_CLIENT_DLL ) |
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{ "ROCKETS", TFCOLLISION_GROUP_ROCKETS }, |
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#endif |
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}; |
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int CParticleSystemQuery::GetCollisionGroupFromName( const char *pszCollisionGroupName ) |
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{ |
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for(int i = 0; i < ARRAYSIZE( s_NameMap ); i++ ) |
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{ |
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if ( ! stricmp( s_NameMap[i].m_pszGroupName, pszCollisionGroupName ) ) |
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return s_NameMap[i].m_nGroupID; |
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} |
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return COLLISION_GROUP_NONE; |
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} |
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Vector CParticleSystemQuery::GetLocalPlayerPos( void ) |
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{ |
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#ifdef CLIENT_DLL |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( !pPlayer ) |
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return vec3_origin; |
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return pPlayer->WorldSpaceCenter(); |
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#else |
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CBasePlayer *pPlayer = AI_GetSinglePlayer(); |
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if ( !pPlayer ) |
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return vec3_origin; |
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return pPlayer->WorldSpaceCenter(); |
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#endif |
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} |
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void CParticleSystemQuery::GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight, Vector *pUp ) |
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{ |
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#ifdef CLIENT_DLL |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( !pPlayer ) |
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{ |
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*pForward = vec3_origin; |
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*pRight = vec3_origin; |
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*pUp = vec3_origin; |
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return; |
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} |
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pPlayer->EyeVectors( pForward, pRight, pUp ); |
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#else |
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CBasePlayer *pPlayer = AI_GetSinglePlayer(); |
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if ( !pPlayer ) |
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{ |
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*pForward = vec3_origin; |
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*pRight = vec3_origin; |
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*pUp = vec3_origin; |
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return; |
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} |
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pPlayer->EyeVectors( pForward, pRight, pUp ); |
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#endif |
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} |
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float CParticleSystemQuery::GetPixelVisibility( int *pQueryHandle, const Vector &vecOrigin, float flScale ) |
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{ |
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#ifdef CLIENT_DLL |
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pixelvis_queryparams_t params; |
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params.Init( vecOrigin, flScale, 1.0 ); |
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float flVisibility = PixelVisibility_FractionVisible( params, pQueryHandle ); |
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flVisibility = MAX( 0.0f, flVisibility ); |
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return flVisibility; |
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#else |
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return 0.0f; |
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#endif |
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}
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