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411 lines
12 KiB
411 lines
12 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "ai_spotlight.h" |
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#include "ai_basenpc.h" |
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#include "spotlightend.h" |
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#include "beam_shared.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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//----------------------------------------------------------------------------- |
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// Parameters for how the scanner relates to citizens. |
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//----------------------------------------------------------------------------- |
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#define SPOTLIGHT_WIDTH 96 |
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//----------------------------------------------------------------------------- |
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// Save/load |
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//----------------------------------------------------------------------------- |
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BEGIN_SIMPLE_DATADESC( CAI_Spotlight ) |
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// Robin: Don't save, recreated after restore/transition. |
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//DEFINE_FIELD( m_hSpotlight, FIELD_EHANDLE ), |
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//DEFINE_FIELD( m_hSpotlightTarget, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_vSpotlightTargetPos, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_vSpotlightDir, FIELD_VECTOR ), |
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DEFINE_FIELD( m_flSpotlightCurLength, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flSpotlightMaxLength, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flConstraintAngle, FIELD_FLOAT ), |
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DEFINE_FIELD( m_nHaloSprite, FIELD_MODELINDEX ), |
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DEFINE_FIELD( m_nSpotlightAttachment, FIELD_INTEGER ), |
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DEFINE_FIELD( m_nFlags, FIELD_INTEGER ), |
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DEFINE_FIELD( m_vAngularVelocity, FIELD_QUATERNION ), |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CAI_Spotlight::CAI_Spotlight() |
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{ |
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#ifdef _DEBUG |
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m_vSpotlightTargetPos.Init(); |
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m_vSpotlightDir.Init(); |
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#endif |
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} |
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CAI_Spotlight::~CAI_Spotlight() |
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{ |
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SpotlightDestroy(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CAI_Spotlight::Precache(void) |
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{ |
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// Sprites |
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m_nHaloSprite = GetOuter()->PrecacheModel("sprites/light_glow03.vmt"); |
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GetOuter()->PrecacheModel( "sprites/glow_test02.vmt" ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CAI_Spotlight::Init( CAI_BaseNPC *pOuter, int nFlags, float flConstraintAngle, float flMaxLength ) |
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{ |
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SetOuter( pOuter ); |
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m_nFlags = nFlags; |
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m_flConstraintAngle = flConstraintAngle; |
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m_flSpotlightMaxLength = flMaxLength; |
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// Check for user error |
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if (m_flSpotlightMaxLength <= 0) |
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{ |
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DevMsg("ERROR: Invalid spotlight length <= 0, setting to 500\n"); |
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m_flSpotlightMaxLength = 500; |
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} |
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Precache(); |
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m_vSpotlightTargetPos = vec3_origin; |
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m_hSpotlight = NULL; |
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m_hSpotlightTarget = NULL; |
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AngleVectors( GetAbsAngles(), &m_vSpotlightDir ); |
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m_vAngularVelocity.Init( 0, 0, 0, 1 ); |
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m_flSpotlightCurLength = m_flSpotlightMaxLength; |
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} |
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//------------------------------------------------------------------------------ |
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// Computes the spotlight endpoint |
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//------------------------------------------------------------------------------ |
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void CAI_Spotlight::ComputeEndpoint( const Vector &vecStartPoint, Vector *pEndPoint ) |
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{ |
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// Create the endpoint |
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trace_t tr; |
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AI_TraceLine( vecStartPoint, vecStartPoint + m_vSpotlightDir * 2 * m_flSpotlightMaxLength, MASK_OPAQUE, GetOuter(), COLLISION_GROUP_NONE, &tr ); |
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*pEndPoint = tr.endpos; |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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void CAI_Spotlight::SpotlightCreate( int nAttachment, const Vector &vecInitialDir ) |
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{ |
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// Make sure we don't already have one |
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if ( m_hSpotlight != NULL ) |
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return; |
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m_vSpotlightDir = vecInitialDir; |
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VectorNormalize( m_vSpotlightDir ); |
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m_nSpotlightAttachment = nAttachment; |
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CreateSpotlightEntities(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Create the beam & spotlight end for this spotlight. |
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// Will be re-called after restore/transition |
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//----------------------------------------------------------------------------- |
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void CAI_Spotlight::CreateSpotlightEntities( void ) |
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{ |
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m_vAngularVelocity.Init( 0, 0, 0, 1 ); |
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// Create the endpoint |
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// Get the initial position... |
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Vector vecStartPoint; |
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if ( m_nSpotlightAttachment == 0 ) |
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{ |
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vecStartPoint = GetOuter()->GetAbsOrigin(); |
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} |
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else |
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{ |
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GetOuter()->GetAttachment( m_nSpotlightAttachment, vecStartPoint ); |
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} |
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Vector vecEndPoint; |
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ComputeEndpoint( vecStartPoint, &vecEndPoint ); |
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m_hSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" ); |
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m_hSpotlightTarget->Spawn(); |
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m_hSpotlightTarget->SetAbsOrigin( vecEndPoint ); |
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m_hSpotlightTarget->SetOwnerEntity( GetOuter() ); |
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m_hSpotlightTarget->SetRenderColor( 255, 255, 255 ); |
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m_hSpotlightTarget->m_Radius = m_flSpotlightMaxLength; |
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if ( FBitSet (m_nFlags, AI_SPOTLIGHT_NO_DLIGHTS) ) |
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{ |
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m_hSpotlightTarget->m_flLightScale = 0.0; |
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} |
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else |
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{ |
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m_hSpotlightTarget->m_flLightScale = SPOTLIGHT_WIDTH; |
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} |
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// Create the beam |
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m_hSpotlight = CBeam::BeamCreate( "sprites/glow_test02.vmt", SPOTLIGHT_WIDTH ); |
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// Set the temporary spawnflag on the beam so it doesn't save (we'll recreate it on restore) |
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m_hSpotlight->AddSpawnFlags( SF_BEAM_TEMPORARY ); |
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m_hSpotlight->SetColor( 255, 255, 255 ); |
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m_hSpotlight->SetHaloTexture( m_nHaloSprite ); |
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m_hSpotlight->SetHaloScale( 32 ); |
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m_hSpotlight->SetEndWidth( m_hSpotlight->GetWidth() ); |
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m_hSpotlight->SetBeamFlags( (FBEAM_SHADEOUT|FBEAM_NOTILE) ); |
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m_hSpotlight->SetBrightness( 32 ); |
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m_hSpotlight->SetNoise( 0 ); |
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m_hSpotlight->EntsInit( GetOuter(), m_hSpotlightTarget ); |
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m_hSpotlight->SetStartAttachment( m_nSpotlightAttachment ); |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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void CAI_Spotlight::SpotlightDestroy(void) |
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{ |
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if ( m_hSpotlight ) |
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{ |
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UTIL_Remove(m_hSpotlight); |
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m_hSpotlight = NULL; |
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UTIL_Remove(m_hSpotlightTarget); |
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m_hSpotlightTarget = NULL; |
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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 CAI_Spotlight::SetSpotlightTargetPos( const Vector &vSpotlightTargetPos ) |
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{ |
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m_vSpotlightTargetPos = vSpotlightTargetPos; |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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void CAI_Spotlight::SetSpotlightTargetDirection( const Vector &vSpotlightTargetDir ) |
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{ |
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if ( !m_hSpotlight ) |
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{ |
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CreateSpotlightEntities(); |
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} |
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VectorMA( m_hSpotlight->GetAbsStartPos(), 1000.0f, vSpotlightTargetDir, m_vSpotlightTargetPos ); |
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} |
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//------------------------------------------------------------------------------ |
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// Constrain to cone |
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//------------------------------------------------------------------------------ |
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bool CAI_Spotlight::ConstrainToCone( Vector *pDirection ) |
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{ |
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Vector vecOrigin, vecForward; |
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if ( m_nSpotlightAttachment == 0 ) |
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{ |
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QAngle vecAngles; |
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vecAngles = GetOuter()->GetAbsAngles(); |
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AngleVectors( vecAngles, &vecForward ); |
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} |
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else |
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{ |
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GetOuter()->GetAttachment( m_nSpotlightAttachment, vecOrigin, &vecForward ); |
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} |
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if ( m_flConstraintAngle == 0.0f ) |
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{ |
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*pDirection = vecForward; |
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return true; |
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} |
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float flDot = DotProduct( vecForward, *pDirection ); |
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if ( flDot >= cos( DEG2RAD( m_flConstraintAngle ) ) ) |
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return false; |
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Vector vecAxis; |
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CrossProduct( *pDirection, vecForward, vecAxis ); |
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VectorNormalize( vecAxis ); |
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Quaternion q; |
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AxisAngleQuaternion( vecAxis, -m_flConstraintAngle, q ); |
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Vector vecResult; |
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matrix3x4_t rot; |
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QuaternionMatrix( q, rot ); |
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VectorRotate( vecForward, rot, vecResult ); |
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VectorNormalize( vecResult ); |
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*pDirection = vecResult; |
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return true; |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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#define QUAT_BLEND_FACTOR 0.4f |
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void CAI_Spotlight::UpdateSpotlightDirection( void ) |
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{ |
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if ( !m_hSpotlight ) |
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{ |
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CreateSpotlightEntities(); |
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} |
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// Compute the current beam direction |
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Vector vTargetDir; |
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VectorSubtract( m_vSpotlightTargetPos, m_hSpotlight->GetAbsStartPos(), vTargetDir ); |
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VectorNormalize(vTargetDir); |
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ConstrainToCone( &vTargetDir ); |
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// Compute the amount to rotate |
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float flDot = DotProduct( vTargetDir, m_vSpotlightDir ); |
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flDot = clamp( flDot, -1.0f, 1.0f ); |
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float flAngle = AngleNormalize( RAD2DEG( acos( flDot ) ) ); |
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float flClampedAngle = clamp( flAngle, 0.0f, 45.0f ); |
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float flBeamTurnRate = SimpleSplineRemapVal( flClampedAngle, 0.0f, 45.0f, 10.0f, 45.0f ); |
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if ( fabs(flAngle) > flBeamTurnRate * gpGlobals->frametime ) |
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{ |
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flAngle = flBeamTurnRate * gpGlobals->frametime; |
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} |
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// Compute the rotation axis |
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Vector vecRotationAxis; |
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CrossProduct( m_vSpotlightDir, vTargetDir, vecRotationAxis ); |
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if ( VectorNormalize( vecRotationAxis ) < 1e-3 ) |
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{ |
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vecRotationAxis.Init( 0, 0, 1 ); |
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} |
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// Compute the actual rotation amount, using quat slerp blending |
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Quaternion desiredQuat, resultQuat; |
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AxisAngleQuaternion( vecRotationAxis, flAngle, desiredQuat ); |
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QuaternionSlerp( m_vAngularVelocity, desiredQuat, QUAT_BLEND_FACTOR, resultQuat ); |
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m_vAngularVelocity = resultQuat; |
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// If we're really close, and we're not moving very quickly, slam. |
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float flActualRotation = AngleNormalize( RAD2DEG(2 * acos(m_vAngularVelocity.w)) ); |
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if (( flActualRotation < 1e-3 ) && (flAngle < 1e-3 )) |
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{ |
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m_vSpotlightDir = vTargetDir; |
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m_vAngularVelocity.Init( 0, 0, 0, 1 ); |
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return; |
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} |
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// Update the desired direction |
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matrix3x4_t rot; |
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Vector vecNewDir; |
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QuaternionMatrix( m_vAngularVelocity, rot ); |
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VectorRotate( m_vSpotlightDir, rot, vecNewDir ); |
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m_vSpotlightDir = vecNewDir; |
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VectorNormalize(m_vSpotlightDir); |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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void CAI_Spotlight::UpdateSpotlightEndpoint( void ) |
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{ |
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if ( !m_hSpotlight ) |
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{ |
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CreateSpotlightEntities(); |
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} |
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Vector vecStartPoint, vecEndPoint; |
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vecStartPoint = m_hSpotlight->GetAbsStartPos(); |
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ComputeEndpoint( vecStartPoint, &vecEndPoint ); |
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// If I'm not facing the spotlight turn it off |
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Vector vecSpotDir; |
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VectorSubtract( vecEndPoint, vecStartPoint, vecSpotDir ); |
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float flBeamLength = VectorNormalize(vecSpotDir); |
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m_hSpotlightTarget->SetAbsOrigin( vecEndPoint ); |
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m_hSpotlightTarget->SetAbsVelocity( vec3_origin ); |
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m_hSpotlightTarget->m_vSpotlightOrg = vecStartPoint; |
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m_hSpotlightTarget->m_vSpotlightDir = vecSpotDir; |
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// Avoid sudden change in where beam fades out when cross disconinuities |
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m_flSpotlightCurLength = Lerp( 0.20f, m_flSpotlightCurLength, flBeamLength ); |
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// Fade out spotlight end if past max length. |
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if (m_flSpotlightCurLength > 2*m_flSpotlightMaxLength) |
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{ |
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m_hSpotlightTarget->SetRenderAlpha( 0 ); |
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m_hSpotlight->SetFadeLength(m_flSpotlightMaxLength); |
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} |
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else if (m_flSpotlightCurLength > m_flSpotlightMaxLength) |
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{ |
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m_hSpotlightTarget->SetRenderAlpha( (1-((m_flSpotlightCurLength-m_flSpotlightMaxLength)/m_flSpotlightMaxLength)) ); |
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m_hSpotlight->SetFadeLength(m_flSpotlightMaxLength); |
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} |
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else |
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{ |
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m_hSpotlightTarget->SetRenderAlpha( 1.0 ); |
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m_hSpotlight->SetFadeLength(m_flSpotlightCurLength); |
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} |
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// Adjust end width to keep beam width constant |
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float flNewWidth = SPOTLIGHT_WIDTH * ( flBeamLength / m_flSpotlightMaxLength ); |
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flNewWidth = MIN( 100, flNewWidth ); |
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m_hSpotlight->SetWidth(flNewWidth); |
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m_hSpotlight->SetEndWidth(flNewWidth); |
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// Adjust width of light on the end. |
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if ( FBitSet (m_nFlags, AI_SPOTLIGHT_NO_DLIGHTS) ) |
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{ |
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m_hSpotlightTarget->m_flLightScale = 0.0; |
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} |
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else |
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{ |
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m_hSpotlightTarget->m_flLightScale = flNewWidth; |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: Update the direction and position of my spotlight (if it's active) |
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//------------------------------------------------------------------------------ |
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void CAI_Spotlight::Update(void) |
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{ |
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if ( !m_hSpotlight ) |
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{ |
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CreateSpotlightEntities(); |
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} |
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// Update the beam direction |
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UpdateSpotlightDirection(); |
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UpdateSpotlightEndpoint(); |
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} |
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