sqwarmed/sdk_src/game/shared/particlesystemquery.cpp

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2024-08-29 19:18:30 -04:00
//===== Copyright <20> 1996-2006, Valve Corporation, All rights reserved. ======//
//
// Purpose: particle system definitions
//
//===========================================================================//
#include "cbase.h"
#include "particles/particles.h"
#include "baseparticleentity.h"
#include "entityparticletrail_shared.h"
#include "collisionutils.h"
#include "engine/ivdebugoverlay.h"
#include "raytrace.h"
#include "animation.h"
#if defined( CLIENT_DLL )
#include "c_pixel_visibility.h"
#include "c_effects.h"
#include "view.h"
#include "viewrender.h"
#include "model_types.h"
#include "c_env_projectedtexture.h"
#endif
#ifdef SWARM_DLL
#include "asw_shareddefs.h"
#endif
#ifdef GAME_DLL
#include "ai_utils.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#if defined( CLIENT_DLL )
typedef struct SProjectedTextureInfo
{
int m_nParticleID;
IMaterial *m_pMaterial;
Vector m_vOrigin;
float m_flSize;
float m_flRotation;
float m_r, m_g, m_b, m_a;
C_EnvProjectedTexture *m_pEntity;
bool m_bUsedThisFrame;
} TProjectedTextureInfo;
#endif // #if defined( CLIENT_DLL )
#define POINT_AT_ORIGIN_EPSILON 0.1f
//-----------------------------------------------------------------------------
// Interface to allow the particle system to call back into the game code
//-----------------------------------------------------------------------------
class CParticleSystemQuery : public CBaseAppSystem< IParticleSystemQuery >
{
public:
virtual bool IsEditor( ) { return false; }
// Inherited from IParticleSystemQuery
virtual void GetLightingAtPoint( const Vector& vecOrigin, Color &cTint );
virtual void TraceLine( const Vector& vecAbsStart,
const Vector& vecAbsEnd, unsigned int mask,
const IHandleEntity *ignore,
int collisionGroup, CBaseTrace *ptr );
virtual bool MovePointInsideControllingObject( CParticleCollection *pParticles,
void *pObject,
Vector *pPnt );
virtual void GetRandomPointsOnControllingObjectHitBox(
CParticleCollection *pParticles,
int nControlPointNumber,
int nNumPtsOut,
float flBBoxScale,
int nNumTrysToGetAPointInsideTheModel,
Vector *pPntsOut,
Vector vecDirectionalBias,
Vector *pHitBoxRelativeCoordOut,
int *pHitBoxIndexOut,
int nDesiredHitbox
);
virtual int GetRayTraceEnvironmentFromName( const char *pszRtEnvName );
virtual int GetCollisionGroupFromName( const char *pszCollisionGroupName );
virtual int GetControllingObjectHitBoxInfo(
CParticleCollection *pParticles,
int nControlPointNumber,
int nBufSize, // # of output slots available
ModelHitBoxInfo_t *pHitBoxOutputBuffer );
virtual bool IsPointInControllingObjectHitBox(
CParticleCollection *pParticles,
int nControlPointNumber, Vector vecPos, bool bBBoxOnly );
virtual void CParticleSystemQuery::GetControllingObjectOBBox(
CParticleCollection *pParticles,
int nControlPointNumber, Vector vecMin, Vector vecMax );
// Traces Four Rays against a defined RayTraceEnvironment
virtual void TraceAgainstRayTraceEnv( int envnumber, const FourRays &rays, fltx4 TMin, fltx4 TMax,
RayTracingResult *rslt_out, int32 skip_id ) const ;
virtual Vector GetLocalPlayerPos( void );
virtual void GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL );
virtual Vector GetCurrentViewOrigin();
virtual int GetActivityCount();
virtual const char *GetActivityNameFromIndex( int nActivityIndex );
virtual float GetPixelVisibility( int *pQueryHandle, const Vector &vecOrigin, float flScale );
virtual void SetUpLightingEnvironment( const Vector& pos );
virtual void PreSimulate( );
virtual void PostSimulate( );
virtual void DebugDrawLine( const Vector &origin, const Vector &target, int r, int g, int b, bool noDepthTest, float duration );
virtual void BeginDrawModels( int nMaxNumToDraw, Vector const &vecCenterPosition, CParticleCollection *pParticles )
{
}
virtual void DrawModel( void *pModel, const matrix3x4_t &DrawMatrix, CParticleCollection *pParticles, int nParticleNumber, int nBodyPart, int nSubModel,
int nAnimationSequence = 0, float flAnimationRate = 30.0f, float r = 1.0f, float g = 1.0f, float b = 1.0f, float a = 1.0f );
virtual void FinishDrawModels( CParticleCollection *pParticles )
{
}
virtual void *GetModel( char const *pMdlName );
virtual void UpdateProjectedTexture( const int nParticleID, IMaterial *pMaterial, Vector &vOrigin, float flRadius, float flRotation, float r, float g, float b, float a, void *&pUserVar );
private:
#if defined( CLIENT_DLL )
CTSQueue< TProjectedTextureInfo * > m_ProjectedInfoAdds;
CUtlVector< TProjectedTextureInfo * > m_ActiveProjectedInfos;
#endif // #if defined( CLIENT_DLL )
};
static CParticleSystemQuery s_ParticleSystemQuery;
IParticleSystemQuery *g_pParticleSystemQuery = &s_ParticleSystemQuery;
//-----------------------------------------------------------------------------
// Exposes the interface (so tools can get at it)
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CParticleSystemQuery, IParticleSystemQuery, PARTICLE_SYSTEM_QUERY_INTERFACE_VERSION, s_ParticleSystemQuery );
#endif
static CThreadFastMutex s_LightMutex;
static CThreadFastMutex s_BoneMutex;
//-----------------------------------------------------------------------------
// Inherited from IParticleSystemQuery
//-----------------------------------------------------------------------------
void CParticleSystemQuery::GetLightingAtPoint( const Vector& vecOrigin, Color &cTint )
{
VPROF("CParticleSystemQuery::GetLightingAtPoint");
#ifdef GAME_DLL
// FIXME: Go through to the engine from the server to get these values
cTint.SetColor( 255, 255, 255, 255 );
#else
if ( engine->IsInGame() )
{
s_LightMutex.Lock();
// Compute our lighting at our position
Vector totalColor = engine->GetLightForPoint( vecOrigin, true );
s_LightMutex.Unlock();
// Get our lighting information
cTint.SetColor( totalColor.x*255, totalColor.y*255, totalColor.z*255, 0 );
}
else
{
// FIXME: Go through to the engine from the server to get these values
cTint.SetColor( 255, 255, 255, 255 );
}
#endif
}
void CParticleSystemQuery::SetUpLightingEnvironment( const Vector& pos )
{
#ifndef GAME_DLL
if ( !engine->IsInGame() )
return;
s_LightMutex.Lock();
modelrender->SetupLighting( pos );
s_LightMutex.Unlock();
#endif
}
void CParticleSystemQuery::TraceLine( const Vector& vecAbsStart,
const Vector& vecAbsEnd, unsigned int mask,
const IHandleEntity *ignore,
int collisionGroup, CBaseTrace *ptr )
{
bool bDoTrace = false;
#ifndef GAME_DLL
bDoTrace = engine->IsInGame();
#endif
if ( bDoTrace )
{
trace_t tempTrace;
UTIL_TraceLine( vecAbsStart, vecAbsEnd, mask, ignore, collisionGroup, &tempTrace );
memcpy( ptr, &tempTrace, sizeof ( CBaseTrace ) );
}
else
{
ptr->startsolid = 0;
ptr->fraction = 1.0;
}
}
bool CParticleSystemQuery::MovePointInsideControllingObject(
CParticleCollection *pParticles, void *pObject, Vector *pPnt )
{
#ifdef GAME_DLL
return true;
#else
if (! pObject )
return true; // accept the input point unmodified
Ray_t ray;
trace_t tr;
ray.Init( *pPnt, *pPnt );
enginetrace->ClipRayToEntity( ray, MASK_ALL, (CBaseEntity *) pObject, &tr );
return ( tr.startsolid );
#endif
}
static float GetSurfaceCoord( float flRand, float flMinX, float flMaxX )
{
return Lerp( flRand, flMinX, flMaxX );
}
void CParticleSystemQuery::GetRandomPointsOnControllingObjectHitBox(
CParticleCollection *pParticles,
int nControlPointNumber,
int nNumPtsOut,
float flBBoxScale,
int nNumTrysToGetAPointInsideTheModel,
Vector *pPntsOut,
Vector vecDirectionalBias,
Vector *pHitBoxRelativeCoordOut,
int *pHitBoxIndexOut,
int nDesiredHitbox
)
{
bool bSucesss = false;
#ifndef GAME_DLL
EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->ControlPoint( nControlPointNumber ).m_pObject );
CBaseEntity *pMoveParent = NULL;
if ( phMoveParent )
{
pMoveParent = *( phMoveParent );
}
if ( pMoveParent )
{
float flRandMax = flBBoxScale;
float flRandMin = 1.0 - flBBoxScale;
Vector vecBasePos;
pParticles->GetControlPointAtTime( nControlPointNumber, pParticles->m_flCurTime, &vecBasePos );
s_BoneMutex.Lock();
C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
if ( pAnimating )
{
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
{
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
if ( pStudioHdr )
{
// Try to get the "effects" set first, otherwise use their current set
int nEffectsHitboxSet = FindHitboxSetByName( pAnimating->GetModelPtr(), "effects" );
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( nEffectsHitboxSet != -1 ? nEffectsHitboxSet : pAnimating->GetHitboxSet() );
if ( set )
{
bSucesss = true;
Vector vecWorldPosition;
float u = 0, v = 0, w = 0;
int nHitbox = 0;
int nNumIters = nNumTrysToGetAPointInsideTheModel;
if (! vecDirectionalBias.IsZero( 0.0001 ) )
nNumIters = MAX( nNumIters, 5 );
int nHitboxMin = 0;
int nHitboxMax = set->numhitboxes - 1;
if ( nDesiredHitbox >= 0 )
{
nHitboxMin = MIN( set->numhitboxes - 1, nDesiredHitbox );
nHitboxMax = MIN( set->numhitboxes - 1, nDesiredHitbox );
}
for( int i=0 ; i < nNumPtsOut; i++)
{
int nTryCnt = nNumIters;
float flBestPointGoodness = -1.0e20;
do
{
int nTryHitbox = pParticles->RandomInt( nHitboxMin, nHitboxMax );
mstudiobbox_t *pBox = set->pHitbox(nTryHitbox);
// E3 HACK - check for hitboxes at the origin and ignore those
if ( fabs( (*hitboxbones[pBox->bone])[0][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[1][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[2][3] ) < POINT_AT_ORIGIN_EPSILON )
{
continue;
}
float flTryU = pParticles->RandomFloat( flRandMin, flRandMax );
float flTryV = pParticles->RandomFloat( flRandMin, flRandMax );
float flTryW = pParticles->RandomFloat( flRandMin, flRandMax );
Vector vecLocalPosition;
vecLocalPosition.x = GetSurfaceCoord( flTryU, pBox->bbmin.x*pAnimating->GetModelScale(), pBox->bbmax.x*pAnimating->GetModelScale() );
vecLocalPosition.y = GetSurfaceCoord( flTryV, pBox->bbmin.y*pAnimating->GetModelScale(), pBox->bbmax.y*pAnimating->GetModelScale() );
vecLocalPosition.z = GetSurfaceCoord( flTryW, pBox->bbmin.z*pAnimating->GetModelScale(), pBox->bbmax.z*pAnimating->GetModelScale() );
Vector vecTryWorldPosition;
VectorTransform( vecLocalPosition, *hitboxbones[pBox->bone], vecTryWorldPosition );
float flPointGoodness = pParticles->RandomFloat( 0, 72 )
+ DotProduct( vecTryWorldPosition - vecBasePos,
vecDirectionalBias );
if ( nNumTrysToGetAPointInsideTheModel )
{
// do a point in solid test
Ray_t ray;
trace_t tr;
ray.Init( vecTryWorldPosition, vecTryWorldPosition );
enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
if ( tr.startsolid )
flPointGoodness += 1000.; // got a point inside!
}
if ( flPointGoodness > flBestPointGoodness )
{
u = flTryU;
v = flTryV;
w = flTryW;
vecWorldPosition = vecTryWorldPosition;
nHitbox = nTryHitbox;
flBestPointGoodness = flPointGoodness;
}
} while ( nTryCnt-- );
*( pPntsOut++ ) = vecWorldPosition;
if ( pHitBoxRelativeCoordOut )
( pHitBoxRelativeCoordOut++ )->Init( u, v, w );
if ( pHitBoxIndexOut )
*( pHitBoxIndexOut++ ) = nHitbox;
}
}
}
}
}
if ( pMoveParent->IsBrushModel() )
{
Vector vecMin;
Vector vecMax;
matrix3x4_t matOrientation;
Vector VecOrigin;
pMoveParent->GetRenderBounds( vecMin, vecMax );
VecOrigin = pMoveParent->GetRenderOrigin();
matOrientation = pMoveParent->EntityToWorldTransform();
Vector vecWorldPosition;
float u = 0, v = 0, w = 0;
int nHitbox = 0;
int nNumIters = nNumTrysToGetAPointInsideTheModel;
if (! vecDirectionalBias.IsZero( 0.0001 ) )
nNumIters = MAX( nNumIters, 5 );
for( int i=0 ; i < nNumPtsOut; i++)
{
int nTryCnt = nNumIters;
float flBestPointGoodness = -1.0e20;
do
{
float flTryU = pParticles->RandomFloat( flRandMin, flRandMax );
float flTryV = pParticles->RandomFloat( flRandMin, flRandMax );
float flTryW = pParticles->RandomFloat( flRandMin, flRandMax );
Vector vecLocalPosition;
vecLocalPosition.x = GetSurfaceCoord( flTryU, vecMin.x, vecMax.x );
vecLocalPosition.y = GetSurfaceCoord( flTryV, vecMin.y, vecMax.y );
vecLocalPosition.z = GetSurfaceCoord( flTryW, vecMin.z, vecMax.z );
Vector vecTryWorldPosition;
VectorTransform( vecLocalPosition, matOrientation, vecTryWorldPosition );
float flPointGoodness = pParticles->RandomFloat( 0, 72 )
+ DotProduct( vecTryWorldPosition - vecBasePos,
vecDirectionalBias );
if ( nNumTrysToGetAPointInsideTheModel )
{
// do a point in solid test
Ray_t ray;
trace_t tr;
ray.Init( vecTryWorldPosition, vecTryWorldPosition );
enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
if ( tr.startsolid )
flPointGoodness += 1000.; // got a point inside!
}
if ( flPointGoodness > flBestPointGoodness )
{
u = flTryU;
v = flTryV;
w = flTryW;
vecWorldPosition = vecTryWorldPosition;
nHitbox = 0;
flBestPointGoodness = flPointGoodness;
}
} while ( nTryCnt-- );
*( pPntsOut++ ) = vecWorldPosition;
if ( pHitBoxRelativeCoordOut )
( pHitBoxRelativeCoordOut++ )->Init( u, v, w );
if ( pHitBoxIndexOut )
*( pHitBoxIndexOut++ ) = nHitbox;
}
}
s_BoneMutex.Unlock();
}
#endif
if (! bSucesss )
{
// don't have a model or am in editor or something - fill return with control point
for( int i=0 ; i < nNumPtsOut; i++)
{
pPntsOut[i] = pParticles->ControlPoint( nControlPointNumber ).m_Position; // fallback if anything goes wrong
if ( pHitBoxIndexOut )
pHitBoxIndexOut[i] = 0;
if ( pHitBoxRelativeCoordOut )
pHitBoxRelativeCoordOut[i].Init();
}
}
}
int CParticleSystemQuery::GetControllingObjectHitBoxInfo(
CParticleCollection *pParticles,
int nControlPointNumber,
int nBufSize, // # of output slots available
ModelHitBoxInfo_t *pHitBoxOutputBuffer )
{
int nRet = 0;
#ifndef GAME_DLL
s_BoneMutex.Lock();
EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->ControlPoint( nControlPointNumber ).m_pObject );
CBaseEntity *pMoveParent = NULL;
if ( phMoveParent )
{
pMoveParent = *( phMoveParent );
}
if ( pMoveParent )
{
C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
if ( pAnimating )
{
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
{
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
if ( pStudioHdr )
{
// Try to get the "effects" set first, otherwise use their current set
int nEffectsHitboxSet = FindHitboxSetByName( pAnimating->GetModelPtr(), "effects" );
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( nEffectsHitboxSet != -1 ? nEffectsHitboxSet : pAnimating->GetHitboxSet() );
if ( set )
{
for( int i=0 ; i < set->numhitboxes; i++ )
{
mstudiobbox_t *pBox = set->pHitbox( i );
// E3 HACK - check for hitboxes at the origin and ignore those
if ( fabs( (*hitboxbones[pBox->bone])[0][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[1][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[2][3] ) < POINT_AT_ORIGIN_EPSILON )
{
continue;
}
pHitBoxOutputBuffer[nRet].m_vecBoxMins.x = pBox->bbmin.x;
pHitBoxOutputBuffer[nRet].m_vecBoxMins.y = pBox->bbmin.y;
pHitBoxOutputBuffer[nRet].m_vecBoxMins.z = pBox->bbmin.z;
pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.x = pBox->bbmax.x;
pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.y = pBox->bbmax.y;
pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.z = pBox->bbmax.z;
pHitBoxOutputBuffer[nRet].m_Transform = *hitboxbones[pBox->bone];
nRet++;
if ( nRet >= nBufSize )
{
break;
}
}
}
}
}
}
if ( pMoveParent->IsBrushModel() )
{
Vector vecMin;
Vector vecMax;
matrix3x4_t matOrientation;
pMoveParent->GetRenderBounds( vecMin, vecMax );
matOrientation = pMoveParent->EntityToWorldTransform();
pHitBoxOutputBuffer[0].m_vecBoxMins = vecMin;
pHitBoxOutputBuffer[0].m_vecBoxMaxes = vecMax;
pHitBoxOutputBuffer[0].m_Transform = matOrientation;
nRet = 1;
}
}
s_BoneMutex.Unlock();
#endif
return nRet;
}
bool CParticleSystemQuery::IsPointInControllingObjectHitBox(
CParticleCollection *pParticles,
int nControlPointNumber, Vector vecPos, bool bBBoxOnly )
{
bool bSuccess = false;
#ifndef GAME_DLL
EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->ControlPoint( nControlPointNumber ).m_pObject );
CBaseEntity *pMoveParent = NULL;
if ( phMoveParent )
{
pMoveParent = *( phMoveParent );
}
if ( pMoveParent )
{
s_BoneMutex.Lock();
C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
bool bInBBox = false;
Vector vecBBoxMin;
Vector vecBBoxMax;
Vector vecOrigin;
vecBBoxMin = pMoveParent->CollisionProp()->OBBMins();
vecBBoxMax = pMoveParent->CollisionProp()->OBBMaxs();
Vector vecLocalPos = vecPos;
if ( pMoveParent->CollisionProp()->IsBoundsDefinedInEntitySpace() )
{
matrix3x4_t matOrientation;
matOrientation = pMoveParent->EntityToWorldTransform();
VectorITransform( vecPos, matOrientation, vecLocalPos );
}
if ( IsPointInBox( vecLocalPos, vecBBoxMin, vecBBoxMax ) )
bInBBox = true;
if ( bInBBox && bBBoxOnly )
bSuccess = true;
else if ( pAnimating && bInBBox )
{
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
{
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
if ( pStudioHdr )
{
// Try to get the "effects" set first, otherwise use their current set
int nEffectsHitboxSet = FindHitboxSetByName( pAnimating->GetModelPtr(), "effects" );
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( nEffectsHitboxSet != -1 ? nEffectsHitboxSet : pAnimating->GetHitboxSet() );
if ( set )
{
// do a point in solid test
Ray_t ray;
trace_t tr;
ray.Init( vecPos, vecPos );
enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
if ( tr.startsolid )
bSuccess = true;
}
}
}
}
else if ( pMoveParent->IsBrushModel() && bInBBox )
{
// do a point in solid test
Ray_t ray;
trace_t tr;
ray.Init( vecPos, vecPos );
enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
if ( tr.startsolid )
bSuccess = true;
}
s_BoneMutex.Unlock();
}
#endif
return bSuccess;
}
void CParticleSystemQuery::GetControllingObjectOBBox(
CParticleCollection *pParticles,
int nControlPointNumber, Vector vecMin, Vector vecMax )
{
vecMin = vecMax = vec3_origin;
#ifndef GAME_DLL
EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->ControlPoint( nControlPointNumber ).m_pObject );
CBaseEntity *pMoveParent = NULL;
if ( phMoveParent )
{
pMoveParent = *( phMoveParent );
}
if ( pMoveParent )
{
vecMin = pMoveParent->CollisionProp()->OBBMins();
vecMax = pMoveParent->CollisionProp()->OBBMaxs();
}
#endif
}
extern CUtlVector< RayTracingEnvironment * > g_RayTraceEnvironments;
void CParticleSystemQuery::TraceAgainstRayTraceEnv( int envnumber, const FourRays &rays, fltx4 TMin, fltx4 TMax,
RayTracingResult *rslt_out, int32 skip_id ) const
{
#if defined( CLIENT_DLL )
if ( g_RayTraceEnvironments.IsValidIndex( envnumber ) )
{
RayTracingEnvironment *RtEnv = g_RayTraceEnvironments.Element( envnumber );
RtEnv->Trace4Rays( rays, TMin, TMax, rslt_out, skip_id );
}
#endif
}
struct RayTraceEnvironmentNameRecord_t
{
const char *m_pszGroupName;
int m_nGroupID;
};
static RayTraceEnvironmentNameRecord_t s_RtEnvNameMap[]={
{ "PRECIPITATION", 0 },
{ "PRECIPITATIONBLOCKER", 1 },
};
int CParticleSystemQuery::GetRayTraceEnvironmentFromName( const char *pszRtEnvName )
{
for(int i = 0; i < ARRAYSIZE( s_RtEnvNameMap ); i++ )
{
if ( ! stricmp( s_RtEnvNameMap[i].m_pszGroupName, pszRtEnvName ) )
return s_RtEnvNameMap[i].m_nGroupID;
}
return 0;
}
struct CollisionGroupNameRecord_t
{
const char *m_pszGroupName;
int m_nGroupID;
};
static CollisionGroupNameRecord_t s_NameMap[]={
{ "NONE", COLLISION_GROUP_NONE },
{ "DEBRIS", COLLISION_GROUP_DEBRIS },
{ "INTERACTIVE", COLLISION_GROUP_INTERACTIVE },
{ "NPC", COLLISION_GROUP_NPC },
{ "ACTOR", COLLISION_GROUP_NPC_ACTOR },
{ "PASSABLE", COLLISION_GROUP_PASSABLE_DOOR },
#if defined( SWARM_DLL )
{ "SENTRYPROJ", ASW_COLLISION_GROUP_SENTRY_PROJECTILE },
#endif
};
int CParticleSystemQuery::GetCollisionGroupFromName( const char *pszCollisionGroupName )
{
for(int i = 0; i < ARRAYSIZE( s_NameMap ); i++ )
{
if ( ! stricmp( s_NameMap[i].m_pszGroupName, pszCollisionGroupName ) )
return s_NameMap[i].m_nGroupID;
}
return COLLISION_GROUP_NONE;
}
Vector CParticleSystemQuery::GetLocalPlayerPos( void )
{
#ifdef CLIENT_DLL
// HACK_GETLOCALPLAYER_GUARD( "CParticleSystemQuery::GetLocalPlayerPos" );
int slot = GET_ACTIVE_SPLITSCREEN_SLOT();
ACTIVE_SPLITSCREEN_PLAYER_GUARD( slot );
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return vec3_origin;
return pPlayer->WorldSpaceCenter();
#else
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( !pPlayer )
return vec3_origin;
return pPlayer->WorldSpaceCenter();
#endif
}
void CParticleSystemQuery::GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight, Vector *pUp )
{
#ifdef CLIENT_DLL
// HACK_GETLOCALPLAYER_GUARD( "CParticleSystemQuery::GetLocalPlayerPos" );
int slot = GET_ACTIVE_SPLITSCREEN_SLOT();
ACTIVE_SPLITSCREEN_PLAYER_GUARD( slot );
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
{
*pForward = vec3_origin;
*pRight = vec3_origin;
*pUp = vec3_origin;
return;
}
pPlayer->EyeVectors( pForward, pRight, pUp );
#else
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( !pPlayer )
{
*pForward = vec3_origin;
*pRight = vec3_origin;
*pUp = vec3_origin;
return;
}
pPlayer->EyeVectors( pForward, pRight, pUp );
#endif
}
Vector CParticleSystemQuery::GetCurrentViewOrigin()
{
#ifdef CLIENT_DLL
int slot = GET_ACTIVE_SPLITSCREEN_SLOT();
ACTIVE_SPLITSCREEN_PLAYER_GUARD( slot );
return CurrentViewOrigin();
#else
return vec3_origin;
#endif
}
float CParticleSystemQuery::GetPixelVisibility( int *pQueryHandle, const Vector &vecOrigin, float flScale )
{
#ifdef CLIENT_DLL
int slot = GET_ACTIVE_SPLITSCREEN_SLOT();
ACTIVE_SPLITSCREEN_PLAYER_GUARD( slot );
pixelvis_queryparams_t params;
params.Init( vecOrigin, flScale, 1.0 );
float flVisibility = PixelVisibility_FractionVisible( params, pQueryHandle );
flVisibility = MAX( 0.0f, flVisibility );
return flVisibility;
#else
return 0.0f;
#endif
}
void CParticleSystemQuery::DebugDrawLine( const Vector &origin, const Vector &target, int r, int g, int b, bool noDepthTest, float duration )
{
debugoverlay->AddLineOverlay( origin, target, r, g, b, noDepthTest, duration );
}
#include "tier3/mdlutils.h"
#ifdef CLIENT_DLL
static void SetBodygroup( studiohdr_t *pstudiohdr, int &body, int iGroup, int iValue )
{
if ( !pstudiohdr )
{
return;
}
if ( iGroup >= pstudiohdr->numbodyparts )
{
return;
}
mstudiobodyparts_t *pbodypart = pstudiohdr->pBodypart( iGroup );
if ( iValue >= pbodypart->nummodels )
{
return;
}
int iCurrent = ( body / pbodypart->base ) % pbodypart->nummodels;
body = ( body - ( iCurrent * pbodypart->base ) + ( iValue * pbodypart->base ) );
}
#endif
// callback to draw models given abstract ptr
void CParticleSystemQuery::DrawModel( void *pModel, const matrix3x4_t &DrawMatrix, CParticleCollection *pParticles, int nParticleNumber, int nBodyPart, int nSubModel,
int nAnimationSequence, float flAnimationRate, float r, float g, float b, float a )
{
#ifdef CLIENT_DLL
model_t *pMDL = ( model_t * ) pModel;
if ( pMDL )
{
MDLHandle_t hStudioHdr = modelinfo->GetCacheHandle( pMDL );
studiohdr_t *pStudioHdr = mdlcache->GetStudioHdr( hStudioHdr );
CMDL MDL;
MDL.SetMDL( hStudioHdr );
SetBodygroup( pStudioHdr, MDL.m_nBody, nBodyPart, nSubModel );
MDL.m_Color = Color( r * 255, g * 255, b * 255, a * 255 );
MDL.m_nSequence = nAnimationSequence;
MDL.m_flPlaybackRate = flAnimationRate;
MDL.m_flTime = pParticles->m_flCurTime;
if ( pStudioHdr )
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
CMatRenderData< matrix3x4_t > rdBoneToWorld( pRenderContext, pStudioHdr->numbones );
MDL.SetUpBones( DrawMatrix, pStudioHdr->numbones, rdBoneToWorld.Base() );
MDL.Draw(DrawMatrix, rdBoneToWorld.Base(), STUDIORENDER_DRAW_NO_SHADOWS );
}
else
{
MDL.Draw(DrawMatrix);
}
//debugging
// debugoverlay->AddTextOverlay( origin, 0.1, "p", pMDL );
//Vector myOrigin = Vector( DrawMatrix.m_flMatVal[0][3], DrawMatrix.m_flMatVal[1][3], DrawMatrix.m_flMatVal[2][3] );
//Vector vecFwd, vecRight, vecUp;
//MatrixVectors( pRenderable->m_DrawModelMatrix, &vecFwd, &vecRight, &vecUp );
//debugoverlay->AddLineOverlay( myOrigin, myOrigin + 36 * vecFwd, 255, 0, 0, true, 0.1 );
//debugoverlay->AddLineOverlay( myOrigin, myOrigin + 36 * vecUp, 0, 0, 255, true, 0.1 );
//debugoverlay->AddLineOverlay( myOrigin, myOrigin + 36 * vecRight, 0, 255, 0, true, 0.1 );
}
#endif
}
void *CParticleSystemQuery::GetModel( char const *pMdlName )
{
#ifdef CLIENT_DLL
// int modelIndex = modelinfo->GetModelIndex( pMdlName );
// const model_t *pModel = modelinfo->GetModel( modOelIndex );
CUtlString ModelName = "models/";
ModelName += pMdlName;
model_t *pModel = (model_t *)engine->LoadModel( ModelName ); //, true );
//pMdlName = "models/weapons/shells/shell_pistol.mdl";
return ( void * )pModel;
#else
return NULL;
#endif
}
void CParticleSystemQuery::PreSimulate( )
{
#if defined( CLIENT_DLL )
for( int i = 0; i < m_ActiveProjectedInfos.Count(); i++ )
{
m_ActiveProjectedInfos[ i ]->m_bUsedThisFrame = false;
}
#endif // #if defined( CLIENT_DLL )
}
void CParticleSystemQuery::PostSimulate( )
{
#if defined( CLIENT_DLL )
TProjectedTextureInfo *pInfo;
while( m_ProjectedInfoAdds.PopItem( &pInfo ) == true )
{
m_ActiveProjectedInfos.AddToTail( pInfo );
}
for( int i = 0; i < m_ActiveProjectedInfos.Count(); i++ )
{
if ( m_ActiveProjectedInfos[ i ]->m_bUsedThisFrame == false )
{
delete m_ActiveProjectedInfos[ i ]->m_pEntity;
m_ActiveProjectedInfos.Remove( i );
i--;
continue;
}
if ( m_ActiveProjectedInfos[ i ]->m_pEntity == NULL )
{
m_ActiveProjectedInfos[ i ]->m_pEntity = C_EnvProjectedTexture::Create();
}
m_ActiveProjectedInfos[ i ]->m_pEntity->SetAbsOrigin( m_ActiveProjectedInfos[ i ]->m_vOrigin );
m_ActiveProjectedInfos[ i ]->m_pEntity->SetMaterial( m_ActiveProjectedInfos[ i ]->m_pMaterial );
m_ActiveProjectedInfos[ i ]->m_pEntity->SetLightColor( m_ActiveProjectedInfos[ i ]->m_r * 255, m_ActiveProjectedInfos[ i ]->m_g * 255, m_ActiveProjectedInfos[ i ]->m_b * 255, m_ActiveProjectedInfos[ i ]->m_a * 255 );
m_ActiveProjectedInfos[ i ]->m_pEntity->SetSize( m_ActiveProjectedInfos[ i ]->m_flSize );
m_ActiveProjectedInfos[ i ]->m_pEntity->SetRotation( m_ActiveProjectedInfos[ i ]->m_flRotation );
}
#endif // #if defined( CLIENT_DLL )
}
void CParticleSystemQuery::UpdateProjectedTexture( const int nParticleID, IMaterial *pMaterial, Vector &vOrigin, float flRadius, float flRotation, float r, float g, float b, float a, void *&pUserVar )
{
#if defined( CLIENT_DLL )
TProjectedTextureInfo *pInfo = reinterpret_cast< TProjectedTextureInfo * >( pUserVar );
if ( pInfo == NULL )
{
pUserVar = pInfo = new TProjectedTextureInfo;
memset( pInfo, 0, sizeof( *pInfo ) );
m_ProjectedInfoAdds.PushItem( pInfo );
}
pInfo->m_nParticleID = nParticleID;
pInfo->m_pMaterial = pMaterial;
pInfo->m_vOrigin = vOrigin;
pInfo->m_flSize = flRadius;
pInfo->m_flRotation = flRotation;
pInfo->m_r = r;
pInfo->m_g = g;
pInfo->m_b = b;
pInfo->m_a = a;
pInfo->m_bUsedThisFrame = true;
// ClientEntityList().AddNonNetworkableEntity( this );
#endif // #if defined( CLIENT_DLL )
}
int CParticleSystemQuery::GetActivityCount()
{
return 0;
}
const char* CParticleSystemQuery::GetActivityNameFromIndex( int nActivityIndex )
{
return 0;
}