223 lines
6.4 KiB
C++
223 lines
6.4 KiB
C++
//========= 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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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "game.h"
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#include "CRagdollMagnet.h"
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#include "cplane.h"
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ConVar ai_debug_ragdoll_magnets( "ai_debug_ragdoll_magnets", "0");
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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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LINK_ENTITY_TO_CLASS( phys_ragdollmagnet, CRagdollMagnet );
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BEGIN_DATADESC( CRagdollMagnet )
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DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "radius" ),
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DEFINE_KEYFIELD( m_force, FIELD_FLOAT, "force" ),
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DEFINE_KEYFIELD( m_axis, FIELD_VECTOR, "axis" ),
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &inputdata -
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//-----------------------------------------------------------------------------
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void CRagdollMagnet::InputEnable( inputdata_t &inputdata )
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{
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Enable( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &inputdata -
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//-----------------------------------------------------------------------------
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void CRagdollMagnet::InputDisable( inputdata_t &inputdata )
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{
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Enable( false );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find the ragdoll magnet entity that should pull this entity's ragdoll
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// Input : *pNPC - the npc that's dying
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// Output : CRagdollMagnet - the magnet that's best to use.
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//
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// NOTES:
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//
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// The nearest ragdoll magnet pulls me in IF:
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// - Present
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// - I'm within the magnet's RADIUS
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// - LATER: There is clear line of sight from my center to the magnet
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// - LATER: I'm not flagged to ignore ragdoll magnets
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// - LATER: The magnet is not turned OFF
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//-----------------------------------------------------------------------------
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CRagdollMagnet *CRagdollMagnet::FindBestMagnet( CBaseEntity *pNPC )
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{
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CRagdollMagnet *pMagnet = NULL;
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CRagdollMagnet *pBestMagnet;
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float flClosestDist;
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// Assume we won't find one.
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pBestMagnet = NULL;
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flClosestDist = FLT_MAX;
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do
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{
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pMagnet = (CRagdollMagnet *)gEntList.FindEntityByClassname( pMagnet, "phys_ragdollmagnet" );
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if( pMagnet && pMagnet->IsEnabled() )
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{
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if( pMagnet->m_target != NULL_STRING )
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{
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// if this magnet has a target, only affect that target!
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if( pNPC->GetEntityName() == pMagnet->m_target )
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{
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return pMagnet;
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}
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else
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{
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continue;
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}
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}
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float flDist;
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flDist = pMagnet->DistToPoint( pNPC->WorldSpaceCenter() );
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if( flDist < flClosestDist && flDist <= pMagnet->GetRadius() )
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{
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// This is the closest magnet that can pull this npc.
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flClosestDist = flDist;
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pBestMagnet = pMagnet;
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}
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}
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} while( pMagnet );
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return pBestMagnet;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the force that we should add to this NPC's ragdoll.
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// Input : *pNPC -
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// Output : Vector
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//
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// NOTE: This function assumes pNPC is within this magnet's radius.
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//-----------------------------------------------------------------------------
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Vector CRagdollMagnet::GetForceVector( CBaseEntity *pNPC )
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{
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Vector vecForceToApply;
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if( IsBarMagnet() )
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{
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CPlane axis;
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Vector vecForceDir;
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Vector vecClosest;
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CalcClosestPointOnLineSegment( pNPC->WorldSpaceCenter(), GetAbsOrigin(), m_axis, vecClosest, NULL );
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vecForceDir = (vecClosest - pNPC->WorldSpaceCenter() );
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VectorNormalize( vecForceDir );
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vecForceToApply = vecForceDir * m_force;
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}
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else
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{
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Vector vecForce;
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vecForce = GetAbsOrigin() - pNPC->WorldSpaceCenter();
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VectorNormalize( vecForce );
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vecForceToApply = vecForce * m_force;
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}
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if( ai_debug_ragdoll_magnets.GetBool() )
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{
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IPhysicsObject *pPhysObject;
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pPhysObject = pNPC->VPhysicsGetObject();
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if( pPhysObject )
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{
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Msg("Ragdoll magnet adding %f inches/sec to %s\n", m_force/pPhysObject->GetMass(), pNPC->GetClassname() );
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}
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}
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return vecForceToApply;
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}
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//-----------------------------------------------------------------------------
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// Purpose: How far away is this point? This is different for point and bar magnets
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// Input : &vecPoint - the point
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// Output : float - the dist
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//-----------------------------------------------------------------------------
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float CRagdollMagnet::DistToPoint( const Vector &vecPoint )
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{
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if( IsBarMagnet() )
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{
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// I'm a bar magnet, so the point's distance is really the plane constant.
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// A bar magnet is a cylinder who's length is AbsOrigin() to m_axis, and whose
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// diameter is m_radius.
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// first we build two planes. The TOP and BOTTOM planes.
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// the idea is that vecPoint must be on the right side of both
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// planes to be affected by this particular magnet.
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// TOP and BOTTOM planes can be visualized as the 'caps' of the cylinder
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// that describes the bar magnet, and they point towards each other.
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// We're making sure vecPoint is between the caps.
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Vector vecAxis;
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vecAxis = GetAxisVector();
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VectorNormalize( vecAxis );
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CPlane top, bottom;
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bottom.InitializePlane( -vecAxis, m_axis );
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top.InitializePlane( vecAxis, GetAbsOrigin() );
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if( top.PointInFront( vecPoint ) && bottom.PointInFront( vecPoint ) )
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{
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// This point is between the two caps, so calculate the distance
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// of vecPoint from the axis of the bar magnet
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CPlane axis;
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Vector vecUp;
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Vector vecRight;
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// Horizontal and Vertical distances.
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float hDist, vDist;
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// Need to get a vector that's right-hand to m_axis
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VectorVectors( vecAxis, vecRight, vecUp );
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//CrossProduct( vecAxis, vecUp, vecRight );
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//VectorNormalize( vecRight );
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//VectorNormalize( vecUp );
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// Set up the plane to measure horizontal dist.
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axis.InitializePlane( vecRight, GetAbsOrigin() );
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hDist = fabs( axis.PointDist( vecPoint ) );
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axis.InitializePlane( vecUp, GetAbsOrigin() );
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vDist = fabs( axis.PointDist( vecPoint ) );
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return MAX( hDist, vDist );
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}
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else
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{
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return FLT_MAX;
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}
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}
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else
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{
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// I'm a point magnet. Just return dist
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return ( GetAbsOrigin() - vecPoint ).Length();
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}
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}
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