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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/c_hairball.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/c_hairball.cpp')
-rw-r--r--mp/src/game/client/c_hairball.cpp700
1 files changed, 350 insertions, 350 deletions
diff --git a/mp/src/game/client/c_hairball.cpp b/mp/src/game/client/c_hairball.cpp
index 006e4c37..a6e4a427 100644
--- a/mp/src/game/client/c_hairball.cpp
+++ b/mp/src/game/client/c_hairball.cpp
@@ -1,350 +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 );
-
+//========= 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 );
+