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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/c_hairball.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/client/c_hairball.cpp')
| -rw-r--r-- | game/client/c_hairball.cpp | 350 |
1 files changed, 350 insertions, 0 deletions
diff --git a/game/client/c_hairball.cpp b/game/client/c_hairball.cpp new file mode 100644 index 0000000..a6e4a42 --- /dev/null +++ b/game/client/c_hairball.cpp @@ -0,0 +1,350 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "simple_physics.h" +#include "mathlib/vmatrix.h" +#include "beamdraw.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +class C_Hairball : public C_BaseEntity +{ + DECLARE_CLASS( C_Hairball, C_BaseEntity ); +private: + + class CHairballDelegate : public CSimplePhysics::IHelper + { + public: + virtual void GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel ); + virtual void ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes ); + + C_Hairball *m_pParent; + }; + + +public: + + C_Hairball(); + + void Init(); + + +// IClientThinkable. +public: + + virtual void ClientThink(); + + +// IClientRenderable. +public: + + virtual int DrawModel( int flags ); + + + +public: + + float m_flSphereRadius; + + int m_nHairs; + int m_nNodesPerHair; + float m_flSpringDist; // = hair length / (m_nNodesPerHair-1) + + CUtlVector<CSimplePhysics::CNode> m_Nodes; // This is m_nHairs * m_nNodesPerHair large. + CUtlVector<Vector> m_HairPositions; // Untransformed base hair positions, distributed on the sphere. + CUtlVector<Vector> m_TransformedHairPositions; // Transformed base hair positions, distributed on the sphere. + + CHairballDelegate m_Delegate; + CSimplePhysics m_Physics; + + IMaterial *m_pMaterial; + + + // Super sophisticated AI. + float m_flSitStillTime; + Vector m_vMoveDir; + + float m_flSpinDuration; + float m_flCurSpinTime; + float m_flSpinRateX, m_flSpinRateY; + + bool m_bFirstThink; +}; + + +void C_Hairball::CHairballDelegate::GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel ) +{ + pAccel->Init( 0, 0, -1500 ); +} + + +void C_Hairball::CHairballDelegate::ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes ) +{ + int nSegments = m_pParent->m_nNodesPerHair - 1; + float flSpringDistSqr = m_pParent->m_flSpringDist * m_pParent->m_flSpringDist; + + static int nIterations = 1; + for( int iIteration=0; iIteration < nIterations; iIteration++ ) + { + for ( int iHair=0; iHair < m_pParent->m_nHairs; iHair++ ) + { + CSimplePhysics::CNode *pBase = &pNodes[iHair * m_pParent->m_nNodesPerHair]; + + for( int i=0; i < nSegments; i++ ) + { + Vector &vNode1 = pBase[i].m_vPos; + Vector &vNode2 = pBase[i+1].m_vPos; + Vector vTo = vNode1 - vNode2; + + float flDistSqr = vTo.LengthSqr(); + if( flDistSqr > flSpringDistSqr ) + { + float flDist = (float)sqrt( flDistSqr ); + vTo *= 1 - (m_pParent->m_flSpringDist / flDist); + + vNode1 -= vTo * 0.5f; + vNode2 += vTo * 0.5f; + } + } + + // Lock the base of each hair to the right spot. + pBase->m_vPos = m_pParent->m_TransformedHairPositions[iHair]; + } + } +} + + +C_Hairball::C_Hairball() +{ + m_nHairs = 100; + m_nNodesPerHair = 3; + + float flHairLength = 20; + m_flSpringDist = flHairLength / (m_nNodesPerHair - 1); + + m_Nodes.SetSize( m_nHairs * m_nNodesPerHair ); + m_HairPositions.SetSize( m_nHairs ); + m_TransformedHairPositions.SetSize( m_nHairs ); + + m_flSphereRadius = 20; + m_vMoveDir.Init(); + + m_flSpinDuration = 1; + m_flCurSpinTime = 0; + m_flSpinRateX = m_flSpinRateY = 0; + + // Distribute on the sphere (need a better random distribution for the sphere). + for ( int i=0; i < m_HairPositions.Count(); i++ ) + { + float theta = RandomFloat( -M_PI, M_PI ); + float phi = RandomFloat( -M_PI/2, M_PI/2 ); + + float cosPhi = cos( phi ); + + m_HairPositions[i].Init( + cos(theta) * cosPhi * m_flSphereRadius, + sin(theta) * cosPhi * m_flSphereRadius, + sin(phi) * m_flSphereRadius ); + } + + m_Delegate.m_pParent = this; + + m_Physics.Init( 1.0 / 20 ); // NOTE: PLAY WITH THIS FOR EFFICIENCY + m_pMaterial = NULL; + + m_bFirstThink = true; +} + + +void C_Hairball::Init() +{ + ClientEntityList().AddNonNetworkableEntity( this ); + ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_ALWAYS ); + + AddToLeafSystem( RENDER_GROUP_OPAQUE_ENTITY ); + + m_pMaterial = materials->FindMaterial( "cable/cable", TEXTURE_GROUP_OTHER ); + m_flSitStillTime = 5; +} + + +void C_Hairball::ClientThink() +{ + // Do some AI-type stuff.. move the entity around. + //C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + //m_vecAngles = SetAbsAngles( pPlayer->GetAbsAngles() ); // copy player angles. + + Assert( !GetMoveParent() ); + + // Sophisticated AI. + m_flCurSpinTime += gpGlobals->frametime; + if ( m_flCurSpinTime < m_flSpinDuration ) + { + float div = m_flCurSpinTime / m_flSpinDuration; + + QAngle angles = GetLocalAngles(); + + angles.x += m_flSpinRateX * SmoothCurve( div ); + angles.y += m_flSpinRateY * SmoothCurve( div ); + + SetLocalAngles( angles ); + } + else + { + // Flip between stopped and starting. + if ( fabs( m_flSpinRateX ) > 0.01f ) + { + m_flSpinRateX = m_flSpinRateY = 0; + + m_flSpinDuration = RandomFloat( 1, 2 ); + } + else + { + static float flXSpeed = 3; + static float flYSpeed = flXSpeed * 0.1f; + m_flSpinRateX = RandomFloat( -M_PI*flXSpeed, M_PI*flXSpeed ); + m_flSpinRateY = RandomFloat( -M_PI*flYSpeed, M_PI*flYSpeed ); + + m_flSpinDuration = RandomFloat( 1, 4 ); + } + + m_flCurSpinTime = 0; + } + + + if ( m_flSitStillTime > 0 ) + { + m_flSitStillTime -= gpGlobals->frametime; + + if ( m_flSitStillTime <= 0 ) + { + // Shoot out some random lines and find the longest one. + m_vMoveDir.Init( 1, 0, 0 ); + float flLongestFraction = 0; + for ( int i=0; i < 15; i++ ) + { + Vector vDir( RandomFloat( -1, 1 ), RandomFloat( -1, 1 ), RandomFloat( -1, 1 ) ); + VectorNormalize( vDir ); + + trace_t trace; + UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vDir * 10000, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &trace ); + + if ( trace.fraction != 1.0 ) + { + if ( trace.fraction > flLongestFraction ) + { + flLongestFraction = trace.fraction; + m_vMoveDir = vDir; + } + } + } + + m_vMoveDir *= 650; // set speed. + m_flSitStillTime = -1; // Move in this direction.. + } + } + else + { + // Move in the specified direction. + Vector vEnd = GetAbsOrigin() + m_vMoveDir * gpGlobals->frametime; + + trace_t trace; + UTIL_TraceLine( GetAbsOrigin(), vEnd, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &trace ); + + if ( trace.fraction < 1 ) + { + // Ok, stop moving. + m_flSitStillTime = RandomFloat( 1, 3 ); + } + else + { + SetLocalOrigin( GetLocalOrigin() + m_vMoveDir * gpGlobals->frametime ); + } + } + + + // Transform the base hair positions so we can lock them down. + VMatrix mTransform; + mTransform.SetupMatrixOrgAngles( GetLocalOrigin(), GetLocalAngles() ); + + for ( int i=0; i < m_HairPositions.Count(); i++ ) + { + Vector3DMultiplyPosition( mTransform, m_HairPositions[i], m_TransformedHairPositions[i] ); + } + + if ( m_bFirstThink ) + { + m_bFirstThink = false; + for ( int i=0; i < m_HairPositions.Count(); i++ ) + { + for ( int j=0; j < m_nNodesPerHair; j++ ) + { + m_Nodes[i*m_nNodesPerHair+j].Init( m_TransformedHairPositions[i] ); + } + } + } + + // Simulate the physics and apply constraints. + m_Physics.Simulate( m_Nodes.Base(), m_Nodes.Count(), &m_Delegate, gpGlobals->frametime, 0.98 ); +} + + +int C_Hairball::DrawModel( int flags ) +{ + if ( !m_pMaterial ) + return 0; + + CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); + for ( int iHair=0; iHair < m_nHairs; iHair++ ) + { + CSimplePhysics::CNode *pBase = &m_Nodes[iHair * m_nNodesPerHair]; + + CBeamSegDraw beamDraw; + beamDraw.Start( pRenderContext, m_nNodesPerHair-1, m_pMaterial ); + + for ( int i=0; i < m_nNodesPerHair; i++ ) + { + BeamSeg_t seg; + seg.m_vPos = pBase[i].m_vPredicted; + seg.m_vColor.Init( 0, 0, 0 ); + seg.m_flTexCoord = 0; + static float flHairWidth = 1; + seg.m_flWidth = flHairWidth; + seg.m_flAlpha = 0; + + beamDraw.NextSeg( &seg ); + } + + beamDraw.End(); + } + + return 1; +} + + +void CreateHairballCallback() +{ + for ( int i=0; i < 20; i++ ) + { + C_Hairball *pHairball = new C_Hairball; + pHairball->Init(); + + // Put it a short distance in front of the player. + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + + if ( !pPlayer ) + return; + + Vector vForward; + AngleVectors( pPlayer->GetAbsAngles(), &vForward ); + pHairball->SetLocalOrigin( pPlayer->GetAbsOrigin() + vForward * 300 + RandomVector( 0, 100 ) ); + } +} + +ConCommand cc_CreateHairball( "CreateHairball", CreateHairballCallback, 0, FCVAR_CHEAT ); + |