sqwarmed/sdk_src/game/client/c_rope.h

259 lines
8.1 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef C_ROPE_H
#define C_ROPE_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "rope_physics.h"
#include "materialsystem/imaterial.h"
#include "rope_shared.h"
#include "bitvec.h"
class KeyValues;
class C_BaseAnimating;
struct RopeSegData_t;
#define MAX_ROPE_SUBDIVS 8
#define MAX_ROPE_SEGMENTS (ROPE_MAX_SEGMENTS+(ROPE_MAX_SEGMENTS-1)*MAX_ROPE_SUBDIVS)
//=============================================================================
class C_RopeKeyframe : public C_BaseEntity
{
public:
DECLARE_CLASS( C_RopeKeyframe, C_BaseEntity );
DECLARE_CLIENTCLASS();
private:
class CPhysicsDelegate : public CSimplePhysics::IHelper
{
public:
virtual void GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel );
virtual void ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes );
C_RopeKeyframe *m_pKeyframe;
};
friend class CPhysicsDelegate;
public:
C_RopeKeyframe();
~C_RopeKeyframe();
// This can be used for client-only ropes.
static C_RopeKeyframe* Create(
C_BaseEntity *pStartEnt,
C_BaseEntity *pEndEnt,
int iStartAttachment=0,
int iEndAttachment=0,
float ropeWidth = 2,
const char *pMaterialName = "cable/cable", // Note: whoever creates the rope must
// use PrecacheModel for whatever material
// it specifies here.
int numSegments = 5,
int ropeFlags = ROPE_SIMULATE
);
// Create a client-only rope and initialize it with the parameters from the KeyValues.
static C_RopeKeyframe* CreateFromKeyValues( C_BaseAnimating *pEnt, KeyValues *pValues );
// Find ropes (with both endpoints connected) that intersect this AABB. This is just an approximation.
static int GetRopesIntersectingAABB( C_RopeKeyframe **pRopes, int nMaxRopes, const Vector &vAbsMin, const Vector &vAbsMax );
// Set the slack.
void SetSlack( int slack );
void SetRopeFlags( int flags );
int GetRopeFlags() const;
void SetupHangDistance( float flHangDist );
// Change which entities the rope is connected to.
void SetStartEntity( C_BaseEntity *pEnt );
void SetEndEntity( C_BaseEntity *pEnt );
C_BaseEntity* GetStartEntity() const;
C_BaseEntity* GetEndEntity() const;
// Hook the physics. Pass in your own implementation of CSimplePhysics::IHelper. The
// default implementation is returned so you can call through to it if you want.
CSimplePhysics::IHelper* HookPhysics( CSimplePhysics::IHelper *pHook );
// Attach to things (you can also just lock the endpoints down yourself if you hook the physics).
// Client-only right now. This could be moved to the server if there was a good reason.
void SetColorMod( const Vector &vColorMod );
// Use this when rope length and slack change to recompute the spring length.
void RecomputeSprings();
void ShakeRope( const Vector &vCenter, float flRadius, float flMagnitude );
// Get the attachment position of one of the endpoints.
bool GetEndPointPos( int iPt, Vector &vPos );
// Get the rope material data.
IMaterial *GetSolidMaterial( void ) { return m_pMaterial; }
struct BuildRopeQueuedData_t
{
Vector *m_pPredictedPositions;
Vector *m_pLightValues;
int m_iNodeCount;
Vector m_vColorMod;
float m_RopeLength;
float m_Slack;
};
void BuildRope( RopeSegData_t *pRopeSegment, const Vector &vCurrentViewForward, const Vector &vCurrentViewOrigin, BuildRopeQueuedData_t *pQueuedData );
// C_BaseEntity overrides.
public:
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink();
virtual int DrawModel( int flags, const RenderableInstance_t &instance );
virtual RenderableTranslucencyType_t ComputeTranslucencyType() { return RENDERABLE_IS_OPAQUE; }
virtual bool ShouldDraw();
virtual const Vector& WorldSpaceCenter() const;
// Specify ROPE_ATTACHMENT_START_POINT or ROPE_ATTACHMENT_END_POINT for the attachment.
virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
virtual bool GetAttachment( int number, matrix3x4_t &matrix );
virtual bool GetAttachment( int number, Vector &origin );
virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel );
private:
void FinishInit( const char *pMaterialName );
void RunRopeSimulation( float flSeconds );
Vector ConstrainNode( const Vector &vNormal, const Vector &vNodePosition, const Vector &vMidpiont, float fNormalLength );
void ConstrainNodesBetweenEndpoints( void );
bool AnyPointsMoved();
bool DidEndPointMove( int iPt );
bool DetectRestingState( bool &bApplyWind );
void UpdateBBox();
bool InitRopePhysics();
bool GetEndPointAttachment( int iPt, Vector &vPos, QAngle &angle );
Vector *GetRopeSubdivVectors( int *nSubdivs );
void CalcLightValues();
void ReceiveMessage( int classID, bf_read &msg );
bool CalculateEndPointAttachment( C_BaseEntity *pEnt, int iAttachment, Vector &vPos, QAngle *pAngles );
private:
// Track which links touched something last frame. Used to prevent wind from gusting on them.
CBitVec<ROPE_MAX_SEGMENTS> m_LinksTouchingSomething;
int m_nLinksTouchingSomething;
bool m_bApplyWind;
int m_fPrevLockedPoints; // Which points are locked down.
int m_iForcePointMoveCounter;
// Used to control resting state.
bool m_bPrevEndPointPos[2];
Vector m_vPrevEndPointPos[2];
float m_flCurScroll; // for scrolling texture.
float m_flScrollSpeed;
int m_RopeFlags; // Combo of ROPE_ flags.
int m_iRopeMaterialModelIndex; // Index of sprite model with the rope's material.
CRopePhysics<ROPE_MAX_SEGMENTS> m_RopePhysics;
Vector m_LightValues[ROPE_MAX_SEGMENTS]; // light info when the rope is created.
int m_nSegments; // Number of segments.
EHANDLE m_hStartPoint; // StartPoint/EndPoint are entities
EHANDLE m_hEndPoint;
short m_iStartAttachment; // StartAttachment/EndAttachment are attachment points.
short m_iEndAttachment;
int m_Subdiv; // Number of subdivions in between segments.
int m_RopeLength; // Length of the rope, used for tension.
int m_Slack; // Extra length the rope is given.
float m_TextureScale; // pixels per inch
int m_fLockedPoints; // Which points are locked down.
int m_nChangeCount;
float m_Width;
CPhysicsDelegate m_PhysicsDelegate;
IMaterial *m_pMaterial;
int m_TextureHeight; // Texture height, for texture scale calculations.
// Instantaneous force
Vector m_vecImpulse;
Vector m_vecPreviousImpulse;
// Simulated wind gusts.
float m_flCurrentGustTimer;
float m_flCurrentGustLifetime; // How long will the current gust last?
float m_flTimeToNextGust; // When will the next wind gust be?
Vector m_vWindDir; // What direction does the current gust go in?
Vector m_vColorMod; // Color modulation on all verts?
Vector m_vCachedEndPointAttachmentPos[2];
QAngle m_vCachedEndPointAttachmentAngle[2];
// In network table, can't bit-compress
bool m_bConstrainBetweenEndpoints; // Simulated segment points won't stretch beyond the endpoints
bool m_bEndPointAttachmentPositionsDirty : 1;
bool m_bEndPointAttachmentAnglesDirty : 1;
bool m_bNewDataThisFrame : 1; // Set to true in OnDataChanged so that we simulate that frame
bool m_bPhysicsInitted : 1; // It waits until all required entities are
// present to start simulating and rendering.
friend class CRopeManager;
};
// Profiling info.
void Rope_ResetCounters();
//void Rope_ShowRSpeeds();
//=============================================================================
//
// Rope Manager
//
abstract_class IRopeManager
{
public:
virtual ~IRopeManager() {}
virtual void ResetRenderCache( void ) = 0;
virtual void AddToRenderCache( C_RopeKeyframe *pRope ) = 0;
virtual void DrawRenderCache( bool bShadowDepth ) = 0;
};
IRopeManager *RopeManager();
#endif // C_ROPE_H