//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef PHYSICS_BONE_FOLLOWER_H #define PHYSICS_BONE_FOLLOWER_H #ifdef _WIN32 #pragma once #endif class CBoneFollower; // // To use bone followers in an entity, contain a CBoneFollowerManager in it. Then: // - Call InitBoneFollowers() in the entity's CreateVPhysics(). // - Call UpdateBoneFollowers() after you move your bones. // - Call DestroyBoneFollowers() when your entity's removed struct physfollower_t { DECLARE_SIMPLE_DATADESC(); int boneIndex; CHandle hFollower; }; struct vcollide_t; // create a manager and a list of followers directly from a ragdoll void CreateBoneFollowersFromRagdoll( CBaseAnimating *pEntity, class CBoneFollowerManager *pManager, vcollide_t *pCollide ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CBoneFollowerManager { DECLARE_SIMPLE_DATADESC(); public: CBoneFollowerManager(); ~CBoneFollowerManager(); // Use either of these to create the bone followers in your entity's CreateVPhysics() void InitBoneFollowers( CBaseAnimating *pParentEntity, int iNumBones, const char **pFollowerBoneNames ); void AddBoneFollower( CBaseAnimating *pParentEntity, const char *pFollowerBoneName, solid_t *pSolid = NULL ); // Adds a single bone follower // Call this after you move your bones void UpdateBoneFollowers( CBaseAnimating *pParentEntity ); // Call this when your entity's removed void DestroyBoneFollowers( void ); physfollower_t *GetBoneFollower( int iFollowerIndex ); int GetBoneFollowerIndex( CBoneFollower *pFollower ); int GetNumBoneFollowers( void ) const { return m_iNumBones; } private: bool CreatePhysicsFollower( CBaseAnimating *pParentEntity, physfollower_t &follow, const char *pBoneName, solid_t *pSolid ); private: int m_iNumBones; CUtlVector m_physBones; }; class CBoneFollower : public CBaseEntity { DECLARE_CLASS( CBoneFollower, CBaseEntity ); DECLARE_DATADESC(); DECLARE_SERVERCLASS(); public: // CBaseEntity void VPhysicsUpdate( IPhysicsObject *pPhysics ); int UpdateTransmitState(void); // NOTE: These are forwarded to the parent object! void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); void VPhysicsFriction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit ); void VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent ); bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ); int ObjectCaps( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void Touch( CBaseEntity *pOther ); void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ); // locals bool Init( CBaseEntity *pOwner, const char *pModelName, solid_t &solid, const Vector &position, const QAngle &orientation ); void UpdateFollower( const Vector &position, const QAngle &orientation, float flInterval ); void SetTraceData( int physicsBone, int hitGroup ); // factory static CBoneFollower *Create( CBaseEntity *pOwner, const char *pModelName, solid_t &solid, const Vector &position, const QAngle &orientation ); private: CNetworkVar( int, m_modelIndex ); CNetworkVar( int, m_solidIndex ); int m_physicsBone; int m_hitGroup; }; #endif // PHYSICS_BONE_FOLLOWER_H