diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/c_rope.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/c_rope.cpp')
| -rw-r--r-- | mp/src/game/client/c_rope.cpp | 4152 |
1 files changed, 2076 insertions, 2076 deletions
diff --git a/mp/src/game/client/c_rope.cpp b/mp/src/game/client/c_rope.cpp index 77389bd0..605f4750 100644 --- a/mp/src/game/client/c_rope.cpp +++ b/mp/src/game/client/c_rope.cpp @@ -1,2076 +1,2076 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=====================================================================================//
-#include "cbase.h"
-#include "c_rope.h"
-#include "beamdraw.h"
-#include "view.h"
-#include "env_wind_shared.h"
-#include "input.h"
-#ifdef TF_CLIENT_DLL
-#include "cdll_util.h"
-#endif
-#include "rope_helpers.h"
-#include "engine/ivmodelinfo.h"
-#include "tier0/vprof.h"
-#include "c_te_effect_dispatch.h"
-#include "collisionutils.h"
-#include <KeyValues.h>
-#include <bitbuf.h>
-#include "utllinkedlist.h"
-#include "materialsystem/imaterialsystemhardwareconfig.h"
-#include "tier1/callqueue.h"
-#include "tier1/memstack.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-void RecvProxy_RecomputeSprings( const CRecvProxyData *pData, void *pStruct, void *pOut )
-{
- // Have the regular proxy store the data.
- RecvProxy_Int32ToInt32( pData, pStruct, pOut );
-
- C_RopeKeyframe *pRope = (C_RopeKeyframe*)pStruct;
- pRope->RecomputeSprings();
-}
-
-
-IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_RopeKeyframe, DT_RopeKeyframe, CRopeKeyframe )
- RecvPropInt( RECVINFO(m_iRopeMaterialModelIndex) ),
- RecvPropEHandle( RECVINFO(m_hStartPoint) ),
- RecvPropEHandle( RECVINFO(m_hEndPoint) ),
- RecvPropInt( RECVINFO(m_iStartAttachment) ),
- RecvPropInt( RECVINFO(m_iEndAttachment) ),
-
- RecvPropInt( RECVINFO(m_fLockedPoints) ),
- RecvPropInt( RECVINFO(m_Slack), 0, RecvProxy_RecomputeSprings ),
- RecvPropInt( RECVINFO(m_RopeLength), 0, RecvProxy_RecomputeSprings ),
- RecvPropInt( RECVINFO(m_RopeFlags) ),
- RecvPropFloat( RECVINFO(m_TextureScale) ),
- RecvPropInt( RECVINFO(m_nSegments) ),
- RecvPropBool( RECVINFO(m_bConstrainBetweenEndpoints) ),
- RecvPropInt( RECVINFO(m_Subdiv) ),
-
- RecvPropFloat( RECVINFO(m_Width) ),
- RecvPropFloat( RECVINFO(m_flScrollSpeed) ),
- RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
- RecvPropInt( RECVINFO_NAME(m_hNetworkMoveParent, moveparent), 0, RecvProxy_IntToMoveParent ),
-
- RecvPropInt( RECVINFO( m_iParentAttachment ) ),
-END_RECV_TABLE()
-
-#define ROPE_IMPULSE_SCALE 20
-#define ROPE_IMPULSE_DECAY 0.95
-
-static ConVar rope_shake( "rope_shake", "0" );
-static ConVar rope_subdiv( "rope_subdiv", "2", 0, "Rope subdivision amount", true, 0, true, MAX_ROPE_SUBDIVS );
-static ConVar rope_collide( "rope_collide", "1", 0, "Collide rope with the world" );
-
-static ConVar rope_smooth( "rope_smooth", "1", 0, "Do an antialiasing effect on ropes" );
-static ConVar rope_smooth_enlarge( "rope_smooth_enlarge", "1.4", 0, "How much to enlarge ropes in screen space for antialiasing effect" );
-
-static ConVar rope_smooth_minwidth( "rope_smooth_minwidth", "0.3", 0, "When using smoothing, this is the min screenspace width it lets a rope shrink to" );
-static ConVar rope_smooth_minalpha( "rope_smooth_minalpha", "0.2", 0, "Alpha for rope antialiasing effect" );
-
-static ConVar rope_smooth_maxalphawidth( "rope_smooth_maxalphawidth", "1.75" );
-static ConVar rope_smooth_maxalpha( "rope_smooth_maxalpha", "0.5", 0, "Alpha for rope antialiasing effect" );
-
-static ConVar mat_fullbright( "mat_fullbright", "0", FCVAR_CHEAT ); // get it from the engine
-static ConVar r_drawropes( "r_drawropes", "1", FCVAR_CHEAT );
-static ConVar r_queued_ropes( "r_queued_ropes", "1" );
-static ConVar r_ropetranslucent( "r_ropetranslucent", "1");
-static ConVar r_rope_holiday_light_scale( "r_rope_holiday_light_scale", "0.055", FCVAR_DEVELOPMENTONLY );
-static ConVar r_ropes_holiday_lights_allowed( "r_ropes_holiday_lights_allowed", "1", FCVAR_DEVELOPMENTONLY );
-
-static ConVar rope_wind_dist( "rope_wind_dist", "1000", 0, "Don't use CPU applying small wind gusts to ropes when they're past this distance." );
-static ConVar rope_averagelight( "rope_averagelight", "1", 0, "Makes ropes use average of cubemap lighting instead of max intensity." );
-
-
-static ConVar rope_rendersolid( "rope_rendersolid", "1" );
-
-static ConVar rope_solid_minwidth( "rope_solid_minwidth", "0.3" );
-static ConVar rope_solid_maxwidth( "rope_solid_maxwidth", "1" );
-
-static ConVar rope_solid_minalpha( "rope_solid_minalpha", "0.0" );
-static ConVar rope_solid_maxalpha( "rope_solid_maxalpha", "1" );
-
-
-static CCycleCount g_RopeCollideTicks;
-static CCycleCount g_RopeDrawTicks;
-static CCycleCount g_RopeSimulateTicks;
-static int g_nRopePointsSimulated;
-
-// Active ropes.
-CUtlLinkedList<C_RopeKeyframe*, int> g_Ropes;
-
-
-static Vector g_FullBright_LightValues[ROPE_MAX_SEGMENTS];
-class CFullBrightLightValuesInit
-{
-public:
- CFullBrightLightValuesInit()
- {
- for( int i=0; i < ROPE_MAX_SEGMENTS; i++ )
- g_FullBright_LightValues[i].Init( 1, 1, 1 );
- }
-} g_FullBrightLightValuesInit;
-
-// Precalculated info for rope subdivision.
-static Vector g_RopeSubdivs[MAX_ROPE_SUBDIVS][MAX_ROPE_SUBDIVS];
-class CSubdivInit
-{
-public:
- CSubdivInit()
- {
- for ( int iSubdiv=0; iSubdiv < MAX_ROPE_SUBDIVS; iSubdiv++ )
- {
- for( int i=0; i <= iSubdiv; i++ )
- {
- float t = (float)(i+1) / (iSubdiv+1);
- g_RopeSubdivs[iSubdiv][i].Init( t, t*t, t*t*t );
- }
- }
- }
-} g_SubdivInit;
-
-//interesting barbed-wire-looking effect
-static int g_nBarbedSubdivs = 3;
-static Vector g_BarbedSubdivs[MAX_ROPE_SUBDIVS] = { Vector(1.5, 1.5*1.5, 1.5*1.5*1.5),
- Vector(-0.5, -0.5 * -0.5, -0.5*-0.5*-0.5),
- Vector(0.5, 0.5*0.5, 0.5*0.5*0.5) };
-
-// This can be exposed through the entity if we ever care.
-static float g_flLockAmount = 0.1;
-static float g_flLockFalloff = 0.3;
-
-
-
-
-class CQueuedRopeMemoryManager
-{
-public:
- CQueuedRopeMemoryManager( void )
- {
- m_nCurrentStack = 0;
- MEM_ALLOC_CREDIT();
- m_QueuedRopeMemory[0].Init( 131072, 0, 16384 );
- m_QueuedRopeMemory[1].Init( 131072, 0, 16384 );
- }
- ~CQueuedRopeMemoryManager( void )
- {
- m_QueuedRopeMemory[0].FreeAll( true );
- m_QueuedRopeMemory[1].FreeAll( true );
- for( int i = 0; i != 2; ++i )
- {
- for( int j = m_DeleteOnSwitch[i].Count(); --j >= 0; )
- {
- free( m_DeleteOnSwitch[i].Element(j) );
- }
-
- m_DeleteOnSwitch[i].RemoveAll();
- }
- }
-
- void SwitchStack( void )
- {
- m_nCurrentStack = 1 - m_nCurrentStack;
- m_QueuedRopeMemory[m_nCurrentStack].FreeAll( false );
-
- for( int i = m_DeleteOnSwitch[m_nCurrentStack].Count(); --i >= 0; )
- {
- free( m_DeleteOnSwitch[m_nCurrentStack].Element(i) );
- }
- m_DeleteOnSwitch[m_nCurrentStack].RemoveAll();
- }
-
- inline void *Alloc( size_t bytes )
- {
- MEM_ALLOC_CREDIT();
- void *pReturn = m_QueuedRopeMemory[m_nCurrentStack].Alloc( bytes, false );
- if( pReturn == NULL )
- {
- int iMaxSize = m_QueuedRopeMemory[m_nCurrentStack].GetMaxSize();
- Warning( "Overflowed rope queued rendering memory stack. Needed %d, have %d/%d\n", bytes, iMaxSize - m_QueuedRopeMemory[m_nCurrentStack].GetUsed(), iMaxSize );
- pReturn = malloc( bytes );
- m_DeleteOnSwitch[m_nCurrentStack].AddToTail( pReturn );
- }
- return pReturn;
- }
-
- CMemoryStack m_QueuedRopeMemory[2];
- int m_nCurrentStack;
- CUtlVector<void *> m_DeleteOnSwitch[2]; //when we overflow the stack, we do new/delete
-};
-
-//=============================================================================
-//
-// Rope mananger.
-//
-struct RopeSegData_t
-{
- int m_nSegmentCount;
- BeamSeg_t m_Segments[MAX_ROPE_SEGMENTS];
- float m_BackWidths[MAX_ROPE_SEGMENTS];
-
- // If this is less than rope_solid_minwidth and rope_solid_minalpha is 0, then we can avoid drawing..
- float m_flMaxBackWidth;
-};
-
-class CRopeManager : public IRopeManager
-{
-public:
-
- CRopeManager();
- ~CRopeManager();
-
- void ResetRenderCache( void );
- void AddToRenderCache( C_RopeKeyframe *pRope );
- void DrawRenderCache( bool bShadowDepth );
- void OnRenderStart( void )
- {
- m_QueuedModeMemory.SwitchStack();
- }
-
- void SetHolidayLightMode( bool bHoliday ) { m_bDrawHolidayLights = bHoliday; }
- bool IsHolidayLightMode( void );
- int GetHolidayLightStyle( void );
-
-private:
- struct RopeRenderData_t;
-public:
- void DrawRenderCache_NonQueued( bool bShadowDepth, RopeRenderData_t *pRenderCache, int nRenderCacheCount, const Vector &vCurrentViewForward, const Vector &vCurrentViewOrigin, C_RopeKeyframe::BuildRopeQueuedData_t *pBuildRopeQueuedData );
-
- void ResetSegmentCache( int nMaxSegments );
- RopeSegData_t *GetNextSegmentFromCache( void );
-
- enum { MAX_ROPE_RENDERCACHE = 128 };
-
- void RemoveRopeFromQueuedRenderCaches( C_RopeKeyframe *pRope );
-
-private:
-
- void RenderNonSolidRopes( IMatRenderContext *pRenderContext, IMaterial *pMaterial, int nVertCount, int nIndexCount );
- void RenderSolidRopes( IMatRenderContext *pRenderContext, IMaterial *pMaterial, int nVertCount, int nIndexCount, bool bRenderNonSolid );
-
-private:
-
- struct RopeRenderData_t
- {
- IMaterial *m_pSolidMaterial;
- IMaterial *m_pBackMaterial;
- int m_nCacheCount;
- C_RopeKeyframe *m_aCache[MAX_ROPE_RENDERCACHE];
- };
-
- CUtlVector<RopeRenderData_t> m_aRenderCache;
- int m_nSegmentCacheCount;
- CUtlVector<RopeSegData_t> m_aSegmentCache;
- CThreadFastMutex m_RenderCacheMutex; //there's only any contention during the switch from r_queued_ropes on to off
-
- //in queued material system mode we need to store off data for later use.
- CQueuedRopeMemoryManager m_QueuedModeMemory;
-
- IMaterial* m_pDepthWriteMaterial;
-
-
- struct RopeQueuedRenderCache_t
- {
- RopeRenderData_t *pCaches;
- int iCacheCount;
- RopeQueuedRenderCache_t( void ) : pCaches(NULL), iCacheCount(0) { };
- };
-
- CUtlLinkedList<RopeQueuedRenderCache_t> m_RopeQueuedRenderCaches;
-
- bool m_bDrawHolidayLights;
- bool m_bHolidayInitialized;
- int m_nHolidayLightsStyle;
-};
-
-static CRopeManager s_RopeManager;
-
-IRopeManager *RopeManager()
-{
- return &s_RopeManager;
-}
-
-
-inline bool ShouldUseFakeAA( IMaterial *pBackMaterial )
-{
- return pBackMaterial && rope_smooth.GetInt() && engine->GetDXSupportLevel() > 70 && !g_pMaterialSystemHardwareConfig->IsAAEnabled();
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CRopeManager::CRopeManager()
-{
- m_aRenderCache.Purge();
- m_aSegmentCache.Purge();
- m_nSegmentCacheCount = 0;
- m_pDepthWriteMaterial = NULL;
- m_bDrawHolidayLights = false;
- m_bHolidayInitialized = false;
- m_nHolidayLightsStyle = 0;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CRopeManager::~CRopeManager()
-{
- int nRenderCacheCount = m_aRenderCache.Count();
- for ( int iRenderCache = 0; iRenderCache < nRenderCacheCount; ++iRenderCache )
- {
- if ( m_aRenderCache[iRenderCache].m_pSolidMaterial )
- {
- m_aRenderCache[iRenderCache].m_pSolidMaterial->DecrementReferenceCount();
- }
- if ( m_aRenderCache[iRenderCache].m_pBackMaterial )
- {
- m_aRenderCache[iRenderCache].m_pBackMaterial->DecrementReferenceCount();
- }
- }
-
- m_aRenderCache.Purge();
- m_aSegmentCache.Purge();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CRopeManager::ResetRenderCache( void )
-{
- int nRenderCacheCount = m_aRenderCache.Count();
- for ( int iRenderCache = 0; iRenderCache < nRenderCacheCount; ++iRenderCache )
- {
- m_aRenderCache[iRenderCache].m_nCacheCount = 0;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CRopeManager::AddToRenderCache( C_RopeKeyframe *pRope )
-{
- if( !pRope->GetSolidMaterial() )
- {
- return;
- }
-
- // Find the current rope list.
- int iRenderCache = 0;
- int nRenderCacheCount = m_aRenderCache.Count();
- for ( ; iRenderCache < nRenderCacheCount; ++iRenderCache )
- {
- if ( ( pRope->GetSolidMaterial() == m_aRenderCache[iRenderCache].m_pSolidMaterial ) &&
- ( pRope->GetBackMaterial() == m_aRenderCache[iRenderCache].m_pBackMaterial ) )
- break;
- }
-
- // A full rope list should have been generate in CreateRenderCache
- // If we didn't find one, then allocate the mofo.
- if ( iRenderCache == nRenderCacheCount )
- {
- int iRenderCache = m_aRenderCache.AddToTail();
- m_aRenderCache[iRenderCache].m_pSolidMaterial = pRope->GetSolidMaterial();
- if ( m_aRenderCache[iRenderCache].m_pSolidMaterial )
- {
- m_aRenderCache[iRenderCache].m_pSolidMaterial->IncrementReferenceCount();
- }
- m_aRenderCache[iRenderCache].m_pBackMaterial = pRope->GetBackMaterial();
- if ( m_aRenderCache[iRenderCache].m_pBackMaterial )
- {
- m_aRenderCache[iRenderCache].m_pBackMaterial->IncrementReferenceCount();
- }
- m_aRenderCache[iRenderCache].m_nCacheCount = 0;
- }
-
- if ( m_aRenderCache[iRenderCache].m_nCacheCount >= MAX_ROPE_RENDERCACHE )
- {
- Warning( "CRopeManager::AddToRenderCache count to large for cache!\n" );
- return;
- }
-
- m_aRenderCache[iRenderCache].m_aCache[m_aRenderCache[iRenderCache].m_nCacheCount] = pRope;
- ++m_aRenderCache[iRenderCache].m_nCacheCount;
-}
-
-void CRopeManager::DrawRenderCache_NonQueued( bool bShadowDepth, RopeRenderData_t *pRenderCache, int nRenderCacheCount, const Vector &vCurrentViewForward, const Vector &vCurrentViewOrigin, C_RopeKeyframe::BuildRopeQueuedData_t *pBuildRopeQueuedData )
-{
- VPROF_BUDGET( "CRopeManager::DrawRenderCache", VPROF_BUDGETGROUP_ROPES );
- AUTO_LOCK( m_RenderCacheMutex ); //contention cases: Toggling from queued mode on to off. Rope deletion from the cache.
-
- // Check to see if we want to render the ropes.
- if( !r_drawropes.GetBool() )
- {
- if( pBuildRopeQueuedData && (m_RopeQueuedRenderCaches.Count() != 0) )
- {
- m_RopeQueuedRenderCaches.Remove( m_RopeQueuedRenderCaches.Head() );
- }
-
- return;
- }
-
- if ( bShadowDepth && !m_pDepthWriteMaterial && g_pMaterialSystem )
- {
- KeyValues *pVMTKeyValues = new KeyValues( "DepthWrite" );
- pVMTKeyValues->SetInt( "$no_fullbright", 1 );
- pVMTKeyValues->SetInt( "$alphatest", 0 );
- pVMTKeyValues->SetInt( "$nocull", 1 );
- m_pDepthWriteMaterial = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite01", TEXTURE_GROUP_OTHER, pVMTKeyValues );
- m_pDepthWriteMaterial->IncrementReferenceCount();
- }
-
- CMatRenderContextPtr pRenderContext( materials );
-
- C_RopeKeyframe::BuildRopeQueuedData_t stackQueuedData;
- Vector vStackPredictedPositions[MAX_ROPE_SEGMENTS];
-
- for ( int iRenderCache = 0; iRenderCache < nRenderCacheCount; ++iRenderCache )
- {
- int nCacheCount = pRenderCache[iRenderCache].m_nCacheCount;
-
- if ( nCacheCount == 0 )
- continue;
-
- ResetSegmentCache( nCacheCount );
-
- for ( int iCache = 0; iCache < nCacheCount; ++iCache )
- {
- C_RopeKeyframe *pRope = pRenderCache[iRenderCache].m_aCache[iCache];
- if ( pRope )
- {
- RopeSegData_t *pRopeSegment = GetNextSegmentFromCache();
-
- if( pBuildRopeQueuedData )
- {
- pRope->BuildRope( pRopeSegment, vCurrentViewForward, vCurrentViewOrigin, pBuildRopeQueuedData, true );
- ++pBuildRopeQueuedData;
- }
- else
- {
- //to unify the BuildRope code, emulate the queued data
- stackQueuedData.m_iNodeCount = pRope->m_RopePhysics.NumNodes();
- stackQueuedData.m_pLightValues = pRope->m_LightValues;
- stackQueuedData.m_vColorMod = pRope->m_vColorMod;
- stackQueuedData.m_pPredictedPositions = vStackPredictedPositions;
- stackQueuedData.m_RopeLength = pRope->m_RopeLength;
- stackQueuedData.m_Slack = pRope->m_Slack;
-
- for( int i = 0; i != stackQueuedData.m_iNodeCount; ++i )
- {
- vStackPredictedPositions[i] = pRope->m_RopePhysics.GetNode( i )->m_vPredicted;
- }
-
- pRope->BuildRope( pRopeSegment, vCurrentViewForward, vCurrentViewOrigin, &stackQueuedData, false );
- }
- }
- else
- {
- if( pBuildRopeQueuedData )
- {
- //we should only be here if a rope was in the queue and then deleted. We still have it's relevant data (and need to skip over it).
- ++pBuildRopeQueuedData;
- }
- }
- }
-
- if ( materials->GetRenderContext()->GetCallQueue() != NULL && pBuildRopeQueuedData == NULL )
- {
- // We build ropes outside of queued mode for holidy lights
- // But we don't want to render them
- continue;
- }
-
- int nVertCount = 0;
- int nIndexCount = 0;
- for ( int iSegmentCache = 0; iSegmentCache < m_nSegmentCacheCount; ++iSegmentCache )
- {
- nVertCount += ( m_aSegmentCache[iSegmentCache].m_nSegmentCount * 2 );
- nIndexCount += ( ( m_aSegmentCache[iSegmentCache].m_nSegmentCount - 1 ) * 6 );
- }
-
- // Render the non-solid portion of the ropes.
- bool bRenderNonSolid = !bShadowDepth && ShouldUseFakeAA( pRenderCache[iRenderCache].m_pBackMaterial );
- if ( bRenderNonSolid )
- {
- RenderNonSolidRopes( pRenderContext, pRenderCache[iRenderCache].m_pBackMaterial, nVertCount, nIndexCount );
- }
-
- // Render the solid portion of the ropes.
- if ( rope_rendersolid.GetInt() )
- {
- if ( bShadowDepth )
- RenderSolidRopes( pRenderContext, m_pDepthWriteMaterial, nVertCount, nIndexCount, bRenderNonSolid );
- else
- RenderSolidRopes( pRenderContext, pRenderCache[iRenderCache].m_pSolidMaterial, nVertCount, nIndexCount, bRenderNonSolid );
- }
- }
- ResetSegmentCache( 0 );
-
- if( pBuildRopeQueuedData && (m_RopeQueuedRenderCaches.Count() != 0) )
- {
- m_RopeQueuedRenderCaches.Remove( m_RopeQueuedRenderCaches.Head() );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CRopeManager::DrawRenderCache( bool bShadowDepth )
-{
- int iRenderCacheCount = m_aRenderCache.Count();
-
- if( iRenderCacheCount == 0 )
- return;
-
- Vector vForward = CurrentViewForward();
- Vector vOrigin = CurrentViewOrigin();
-
- ICallQueue *pCallQueue;
- if( r_queued_ropes.GetBool() && (pCallQueue = materials->GetRenderContext()->GetCallQueue()) != NULL )
- {
- //material queue available and desired
- CRopeManager::RopeRenderData_t *pRenderCache = m_aRenderCache.Base();
- AUTO_LOCK( m_RenderCacheMutex );
-
- int iRopeCount = 0;
- int iNodeCount = 0;
- for( int i = 0; i != iRenderCacheCount; ++i )
- {
- CRopeManager::RopeRenderData_t *pCache = &pRenderCache[i];
- int iCacheCount = pCache->m_nCacheCount;
- iRopeCount += iCacheCount;
- for( int j = 0; j != iCacheCount; ++j )
- {
- C_RopeKeyframe *pRope = pCache->m_aCache[j];
- if( pRope )
- iNodeCount += pRope->m_RopePhysics.NumNodes();
- else
- --iRopeCount;
- }
- }
-
- if( iRopeCount == 0 )
- return; //nothing to draw
-
- size_t iMemoryNeeded = (iRenderCacheCount * sizeof(CRopeManager::RopeRenderData_t)) +
- (iRopeCount * sizeof(C_RopeKeyframe::BuildRopeQueuedData_t)) +
- (iNodeCount * (sizeof(Vector) * 2));
-
- void *pMemory = m_QueuedModeMemory.Alloc( iMemoryNeeded );
-
- CRopeManager::RopeRenderData_t *pRenderCachesStart = (CRopeManager::RopeRenderData_t *)pMemory;
- C_RopeKeyframe::BuildRopeQueuedData_t *pBuildRopeQueuedDataStart = (C_RopeKeyframe::BuildRopeQueuedData_t *)(pRenderCachesStart + iRenderCacheCount);
- Vector *pVectorDataStart = (Vector *)(pBuildRopeQueuedDataStart + iRopeCount);
-
- //memcpy( pRenderCachesStart, m_aRenderCache.Base(), iRenderCacheCount * sizeof( CRopeManager::RopeRenderData_t ) );
-
- RopeQueuedRenderCache_t cache;
- cache.pCaches = pRenderCachesStart;
- cache.iCacheCount = iRenderCacheCount;
- m_RopeQueuedRenderCaches.AddToTail( cache );
-
- C_RopeKeyframe::BuildRopeQueuedData_t *pWriteRopeQueuedData = pBuildRopeQueuedDataStart;
- Vector *pVectorWrite = (Vector *)pVectorDataStart;
-
- //Setup the rest of our data. This writes to two separate areas of memory at the same time. One area for the C_RopeKeyframe::BuildRopeQueuedData_t array, the other for mini-arrays of vector data
- for( int i = 0; i != iRenderCacheCount; ++i )
- {
- CRopeManager::RopeRenderData_t *pReadCache = &pRenderCache[i];
- CRopeManager::RopeRenderData_t *pWriteCache = &pRenderCachesStart[i];
- int iCacheCount = pReadCache->m_nCacheCount;
- pWriteCache->m_nCacheCount = 0;
- pWriteCache->m_pSolidMaterial = pReadCache->m_pSolidMaterial;
- pWriteCache->m_pBackMaterial = pReadCache->m_pBackMaterial;
- for( int j = 0; j != iCacheCount; ++j )
- {
- C_RopeKeyframe *pRope = pReadCache->m_aCache[j];
- if( pRope == NULL )
- continue;
-
- pWriteCache->m_aCache[pWriteCache->m_nCacheCount] = pRope;
- ++pWriteCache->m_nCacheCount;
-
- int iNodes = pRope->m_RopePhysics.NumNodes();
-
- //setup the C_RopeKeyframe::BuildRopeQueuedData_t struct
- pWriteRopeQueuedData->m_iNodeCount = pRope->m_RopePhysics.NumNodes();
- pWriteRopeQueuedData->m_vColorMod = pRope->m_vColorMod;
- pWriteRopeQueuedData->m_RopeLength = pRope->m_RopeLength;
- pWriteRopeQueuedData->m_Slack = pRope->m_Slack;
- pWriteRopeQueuedData->m_pPredictedPositions = pVectorWrite;
- pWriteRopeQueuedData->m_pLightValues = pVectorWrite + iNodes;
- ++pWriteRopeQueuedData;
-
- //make two arrays, one of predicted positions followed immediately by light values
- for( int k = 0; k != iNodes; ++k )
- {
- pVectorWrite[0] = pRope->m_RopePhysics.GetNode( k )->m_vPredicted;
- pVectorWrite[iNodes] = pRope->m_LightValues[k];
- ++pVectorWrite;
- }
- pVectorWrite += iNodes; //so we don't overwrite the light values with the next rope's predicted positions
- }
- }
- Assert( ((void *)pVectorWrite == (void *)(((uint8 *)pMemory) + iMemoryNeeded)) && ((void *)pWriteRopeQueuedData == (void *)pVectorDataStart));
- pCallQueue->QueueCall( this, &CRopeManager::DrawRenderCache_NonQueued, bShadowDepth, pRenderCachesStart, iRenderCacheCount, vForward, vOrigin, pBuildRopeQueuedDataStart );
-
- if ( IsHolidayLightMode() )
- {
- // With holiday lights we need to also build the ropes non-queued without rendering them
- DrawRenderCache_NonQueued( bShadowDepth, m_aRenderCache.Base(), iRenderCacheCount, vForward, vOrigin, NULL );
- }
- }
- else
- {
- DrawRenderCache_NonQueued( bShadowDepth, m_aRenderCache.Base(), iRenderCacheCount, vForward, vOrigin, NULL );
- }
-}
-
-bool CRopeManager::IsHolidayLightMode( void )
-{
- if ( !r_ropes_holiday_lights_allowed.GetBool() )
- {
- return false;
- }
-
- bool bDrawHolidayLights = false;
-
-#ifdef USES_ECON_ITEMS
- if ( !m_bHolidayInitialized && GameRules() )
- {
- m_bHolidayInitialized = true;
- m_bDrawHolidayLights = GameRules()->IsHolidayActive( kHoliday_Christmas );
- }
-
- bDrawHolidayLights = m_bDrawHolidayLights;
- m_nHolidayLightsStyle = 0;
-
-#ifdef TF_CLIENT_DLL
- // Turn them on in Pyro-vision too
- if ( IsLocalPlayerUsingVisionFilterFlags( TF_VISION_FILTER_PYRO ) )
- {
- bDrawHolidayLights = true;
- m_nHolidayLightsStyle = 1;
- }
-#endif // TF_CLIENT_DLL
-
-#endif // USES_ECON_ITEMS
-
- return bDrawHolidayLights;
-}
-
-int CRopeManager::GetHolidayLightStyle( void )
-{
- return m_nHolidayLightsStyle;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CRopeManager::RenderNonSolidRopes( IMatRenderContext *pRenderContext, IMaterial *pMaterial, int nVertCount, int nIndexCount )
-{
- // Render the solid portion of the ropes.
- CMeshBuilder meshBuilder;
- IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
- meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nVertCount, nIndexCount );
-
- CBeamSegDraw beamSegment;
-
- int nVerts = 0;
- for ( int iSegmentCache = 0; iSegmentCache < m_nSegmentCacheCount; ++iSegmentCache )
- {
- int nSegmentCount = m_aSegmentCache[iSegmentCache].m_nSegmentCount;
- beamSegment.Start( pRenderContext, nSegmentCount, pMaterial, &meshBuilder, nVerts );
- for ( int iSegment = 0; iSegment < nSegmentCount; ++iSegment )
- {
- beamSegment.NextSeg( &m_aSegmentCache[iSegmentCache].m_Segments[iSegment] );
- }
- beamSegment.End();
- nVerts += ( m_aSegmentCache[iSegmentCache].m_nSegmentCount * 2 );
- }
-
- meshBuilder.End();
- pMesh->Draw();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CRopeManager::RenderSolidRopes( IMatRenderContext *pRenderContext, IMaterial *pMaterial, int nVertCount, int nIndexCount, bool bRenderNonSolid )
-{
- // Render the solid portion of the ropes.
- CMeshBuilder meshBuilder;
- IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
- meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nVertCount, nIndexCount );
-
- CBeamSegDraw beamSegment;
-
- if ( bRenderNonSolid )
- {
- int nVerts = 0;
- for ( int iSegmentCache = 0; iSegmentCache < m_nSegmentCacheCount; ++iSegmentCache )
- {
- RopeSegData_t *pSegData = &m_aSegmentCache[iSegmentCache];
-
- // If it's all going to be 0 alpha, then just skip drawing this one.
- if ( rope_solid_minalpha.GetFloat() == 0.0 && pSegData->m_flMaxBackWidth <= rope_solid_minwidth.GetFloat() )
- continue;
-
- int nSegmentCount = m_aSegmentCache[iSegmentCache].m_nSegmentCount;
- beamSegment.Start( pRenderContext, nSegmentCount, pMaterial, &meshBuilder, nVerts );
- for ( int iSegment = 0; iSegment < nSegmentCount; ++iSegment )
- {
- BeamSeg_t *pSeg = &m_aSegmentCache[iSegmentCache].m_Segments[iSegment];
- pSeg->m_flWidth = m_aSegmentCache[iSegmentCache].m_BackWidths[iSegment];
-
- // To avoid aliasing, the "solid" version of the rope on xbox is just "more solid",
- // and it has its own values controlling its alpha.
- pSeg->m_flAlpha = RemapVal( pSeg->m_flWidth,
- rope_solid_minwidth.GetFloat(),
- rope_solid_maxwidth.GetFloat(),
- rope_solid_minalpha.GetFloat(),
- rope_solid_maxalpha.GetFloat() );
-
- pSeg->m_flAlpha = clamp( pSeg->m_flAlpha, 0.0f, 1.0f );
-
- beamSegment.NextSeg( &m_aSegmentCache[iSegmentCache].m_Segments[iSegment] );
- }
- beamSegment.End();
- nVerts += ( m_aSegmentCache[iSegmentCache].m_nSegmentCount * 2 );
- }
- }
- else
- {
- int nVerts = 0;
- for ( int iSegmentCache = 0; iSegmentCache < m_nSegmentCacheCount; ++iSegmentCache )
- {
- int nSegmentCount = m_aSegmentCache[iSegmentCache].m_nSegmentCount;
- beamSegment.Start( pRenderContext, nSegmentCount, pMaterial, &meshBuilder, nVerts );
- for ( int iSegment = 0; iSegment < nSegmentCount; ++iSegment )
- {
- beamSegment.NextSeg( &m_aSegmentCache[iSegmentCache].m_Segments[iSegment] );
- }
- beamSegment.End();
- nVerts += ( m_aSegmentCache[iSegmentCache].m_nSegmentCount * 2 );
- }
- }
-
- meshBuilder.End();
- pMesh->Draw();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CRopeManager::ResetSegmentCache( int nMaxSegments )
-{
- MEM_ALLOC_CREDIT();
- m_nSegmentCacheCount = 0;
- if ( nMaxSegments )
- m_aSegmentCache.EnsureCount( nMaxSegments );
- else
- m_aSegmentCache.Purge();
-
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-RopeSegData_t *CRopeManager::GetNextSegmentFromCache( void )
-{
- if ( m_nSegmentCacheCount >= m_aSegmentCache.Count() )
- {
- Warning( "CRopeManager::GetNextSegmentFromCache too many segments for cache!\n" );
- return NULL;
- }
-
- ++m_nSegmentCacheCount;
- return &m_aSegmentCache[m_nSegmentCacheCount-1];
-}
-
-
-
-void CRopeManager::RemoveRopeFromQueuedRenderCaches( C_RopeKeyframe *pRope )
-{
- //remove this rope from queued render caches
- AUTO_LOCK( m_RenderCacheMutex );
- int index = m_RopeQueuedRenderCaches.Head();
- while( m_RopeQueuedRenderCaches.IsValidIndex( index ) )
- {
- RopeQueuedRenderCache_t &RenderCacheData = m_RopeQueuedRenderCaches[index];
- for( int i = 0; i != RenderCacheData.iCacheCount; ++i )
- {
- RopeRenderData_t *pCache = &RenderCacheData.pCaches[i];
- for( int j = 0; j != pCache->m_nCacheCount; ++j )
- {
- if( pCache->m_aCache[j] == pRope )
- {
- pCache->m_aCache[j] = NULL;
- }
- }
- }
-
- index = m_RopeQueuedRenderCaches.Next( index );
- }
-}
-
-//=============================================================================
-
-// ------------------------------------------------------------------------------------ //
-// Global functions.
-// ------------------------------------------------------------------------------------ //
-
-void Rope_ResetCounters()
-{
- g_RopeCollideTicks.Init();
- g_RopeDrawTicks.Init();
- g_RopeSimulateTicks.Init();
- g_nRopePointsSimulated = 0;
-}
-
-
-// ------------------------------------------------------------------------------------ //
-// This handles the rope shake command.
-// ------------------------------------------------------------------------------------ //
-
-void ShakeRopesCallback( const CEffectData &data )
-{
- Vector vCenter = data.m_vOrigin;
- float flRadius = data.m_flRadius;
- float flMagnitude = data.m_flMagnitude;
-
- // Now find any nearby ropes and shake them.
- FOR_EACH_LL( g_Ropes, i )
- {
- C_RopeKeyframe *pRope = g_Ropes[i];
-
- pRope->ShakeRope( vCenter, flRadius, flMagnitude );
- }
-}
-
-DECLARE_CLIENT_EFFECT( "ShakeRopes", ShakeRopesCallback );
-
-
-
-
-// ------------------------------------------------------------------------------------ //
-// C_RopeKeyframe::CPhysicsDelegate
-// ------------------------------------------------------------------------------------ //
-#define WIND_FORCE_FACTOR 10
-
-void C_RopeKeyframe::CPhysicsDelegate::GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel )
-{
- // Gravity.
- if ( !( m_pKeyframe->GetRopeFlags() & ROPE_NO_GRAVITY ) )
- {
- pAccel->Init( ROPE_GRAVITY );
- }
-
- if( !m_pKeyframe->m_LinksTouchingSomething[iNode] && m_pKeyframe->m_bApplyWind)
- {
- Vector vecWindVel;
- GetWindspeedAtTime(gpGlobals->curtime, vecWindVel);
- if ( vecWindVel.LengthSqr() > 0 )
- {
- Vector vecWindAccel;
- VectorMA( *pAccel, WIND_FORCE_FACTOR, vecWindVel, *pAccel );
- }
- else
- {
- if (m_pKeyframe->m_flCurrentGustTimer < m_pKeyframe->m_flCurrentGustLifetime )
- {
- float div = m_pKeyframe->m_flCurrentGustTimer / m_pKeyframe->m_flCurrentGustLifetime;
- float scale = 1 - cos( div * M_PI );
-
- *pAccel += m_pKeyframe->m_vWindDir * scale;
- }
- }
- }
-
- // HACK.. shake the rope around.
- static float scale=15000;
- if( rope_shake.GetInt() )
- {
- *pAccel += RandomVector( -scale, scale );
- }
-
- // Apply any instananeous forces and reset
- *pAccel += ROPE_IMPULSE_SCALE * m_pKeyframe->m_flImpulse;
- m_pKeyframe->m_flImpulse *= ROPE_IMPULSE_DECAY;
-}
-
-
-void LockNodeDirection(
- CSimplePhysics::CNode *pNodes,
- int parity,
- int nFalloffNodes,
- float flLockAmount,
- float flLockFalloff,
- const Vector &vIdealDir )
-{
- for ( int i=0; i < nFalloffNodes; i++ )
- {
- Vector &v0 = pNodes[i*parity].m_vPos;
- Vector &v1 = pNodes[(i+1)*parity].m_vPos;
-
- Vector vDir = v1 - v0;
- float len = vDir.Length();
- if ( len > 0.0001f )
- {
- vDir /= len;
-
- Vector vActual;
- VectorLerp( vDir, vIdealDir, flLockAmount, vActual );
- v1 = v0 + vActual * len;
-
- flLockAmount *= flLockFalloff;
- }
- }
-}
-
-
-void C_RopeKeyframe::CPhysicsDelegate::ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes )
-{
- VPROF( "CPhysicsDelegate::ApplyConstraints" );
-
- CTraceFilterWorldOnly traceFilter;
-
- // Collide with the world.
- if( ((m_pKeyframe->m_RopeFlags & ROPE_COLLIDE) &&
- rope_collide.GetInt()) ||
- (rope_collide.GetInt() == 2) )
- {
- CTimeAdder adder( &g_RopeCollideTicks );
-
- for( int i=0; i < nNodes; i++ )
- {
- CSimplePhysics::CNode *pNode = &pNodes[i];
-
- int iIteration;
- int nIterations = 10;
- for( iIteration=0; iIteration < nIterations; iIteration++ )
- {
- trace_t trace;
- UTIL_TraceHull( pNode->m_vPrevPos, pNode->m_vPos,
- Vector(-2,-2,-2), Vector(2,2,2), MASK_SOLID_BRUSHONLY, &traceFilter, &trace );
-
- if( trace.fraction == 1 )
- break;
-
- if( trace.fraction == 0 || trace.allsolid || trace.startsolid )
- {
- m_pKeyframe->m_LinksTouchingSomething[i] = true;
- pNode->m_vPos = pNode->m_vPrevPos;
- break;
- }
-
- // Apply some friction.
- static float flSlowFactor = 0.3f;
- pNode->m_vPos -= (pNode->m_vPos - pNode->m_vPrevPos) * flSlowFactor;
-
- // Move it out along the face normal.
- float distBehind = trace.plane.normal.Dot( pNode->m_vPos ) - trace.plane.dist;
- pNode->m_vPos += trace.plane.normal * (-distBehind + 2.2);
- m_pKeyframe->m_LinksTouchingSomething[i] = true;
- }
-
- if( iIteration == nIterations )
- pNodes[i].m_vPos = pNodes[i].m_vPrevPos;
- }
- }
-
- // Lock the endpoints.
- QAngle angles;
- if( m_pKeyframe->m_fLockedPoints & ROPE_LOCK_START_POINT )
- {
- m_pKeyframe->GetEndPointAttachment( 0, pNodes[0].m_vPos, angles );
- if (( m_pKeyframe->m_fLockedPoints & ROPE_LOCK_START_DIRECTION ) && (nNodes > 3))
- {
- Vector forward;
- AngleVectors( angles, &forward );
-
- int parity = 1;
- int nFalloffNodes = MIN( 2, nNodes - 2 );
- LockNodeDirection( pNodes, parity, nFalloffNodes, g_flLockAmount, g_flLockFalloff, forward );
- }
- }
-
- if( m_pKeyframe->m_fLockedPoints & ROPE_LOCK_END_POINT )
- {
- m_pKeyframe->GetEndPointAttachment( 1, pNodes[nNodes-1].m_vPos, angles );
- if( m_pKeyframe->m_fLockedPoints & ROPE_LOCK_END_DIRECTION && (nNodes > 3))
- {
- Vector forward;
- AngleVectors( angles, &forward );
-
- int parity = -1;
- int nFalloffNodes = MIN( 2, nNodes - 2 );
- LockNodeDirection( &pNodes[nNodes-1], parity, nFalloffNodes, g_flLockAmount, g_flLockFalloff, forward );
- }
- }
-}
-
-
-// ------------------------------------------------------------------------------------ //
-// C_RopeKeyframe
-// ------------------------------------------------------------------------------------ //
-
-C_RopeKeyframe::C_RopeKeyframe()
-{
- m_bEndPointAttachmentPositionsDirty = true;
- m_bEndPointAttachmentAnglesDirty = true;
- m_PhysicsDelegate.m_pKeyframe = this;
- m_pMaterial = NULL;
- m_bPhysicsInitted = false;
- m_RopeFlags = 0;
- m_TextureHeight = 1;
- m_hStartPoint = m_hEndPoint = NULL;
- m_iStartAttachment = m_iEndAttachment = 0;
- m_vColorMod.Init( 1, 1, 1 );
- m_nLinksTouchingSomething = 0;
- m_Subdiv = 255; // default to using the cvar
-
- m_fLockedPoints = 0;
- m_fPrevLockedPoints = 0;
-
- m_iForcePointMoveCounter = 0;
- m_flCurScroll = m_flScrollSpeed = 0;
- m_TextureScale = 4; // 4:1
- m_flImpulse.Init();
-
- g_Ropes.AddToTail( this );
-}
-
-
-C_RopeKeyframe::~C_RopeKeyframe()
-{
- s_RopeManager.RemoveRopeFromQueuedRenderCaches( this );
- g_Ropes.FindAndRemove( this );
-
- if ( m_pBackMaterial )
- {
- m_pBackMaterial->DecrementReferenceCount();
- m_pBackMaterial = NULL;
- }
-}
-
-
-C_RopeKeyframe* C_RopeKeyframe::Create(
- C_BaseEntity *pStartEnt,
- C_BaseEntity *pEndEnt,
- int iStartAttachment,
- int iEndAttachment,
- float ropeWidth,
- const char *pMaterialName,
- int numSegments,
- int ropeFlags
- )
-{
- C_RopeKeyframe *pRope = new C_RopeKeyframe;
-
- pRope->InitializeAsClientEntity( NULL, RENDER_GROUP_OPAQUE_ENTITY );
-
- if ( pStartEnt )
- {
- pRope->m_hStartPoint = pStartEnt;
- pRope->m_fLockedPoints |= ROPE_LOCK_START_POINT;
- }
-
- if ( pEndEnt )
- {
- pRope->m_hEndPoint = pEndEnt;
- pRope->m_fLockedPoints |= ROPE_LOCK_END_POINT;
- }
-
- pRope->m_iStartAttachment = iStartAttachment;
- pRope->m_iEndAttachment = iEndAttachment;
- pRope->m_Width = ropeWidth;
- pRope->m_nSegments = clamp( numSegments, 2, ROPE_MAX_SEGMENTS );
- pRope->m_RopeFlags = ropeFlags;
-
- pRope->FinishInit( pMaterialName );
- return pRope;
-}
-
-
-C_RopeKeyframe* C_RopeKeyframe::CreateFromKeyValues( C_BaseAnimating *pEnt, KeyValues *pValues )
-{
- C_RopeKeyframe *pRope = C_RopeKeyframe::Create(
- pEnt,
- pEnt,
- pEnt->LookupAttachment( pValues->GetString( "StartAttachment" ) ),
- pEnt->LookupAttachment( pValues->GetString( "EndAttachment" ) ),
- pValues->GetFloat( "Width", 0.5 ),
- pValues->GetString( "Material" ),
- pValues->GetInt( "NumSegments" ),
- 0 );
-
- if ( pRope )
- {
- if ( pValues->GetInt( "Gravity", 1 ) == 0 )
- {
- pRope->m_RopeFlags |= ROPE_NO_GRAVITY;
- }
-
- pRope->m_RopeLength = pValues->GetInt( "Length" );
- pRope->m_TextureScale = pValues->GetFloat( "TextureScale", pRope->m_TextureScale );
- pRope->m_Slack = 0;
- pRope->m_RopeFlags |= ROPE_SIMULATE;
- }
-
- return pRope;
-}
-
-
-int C_RopeKeyframe::GetRopesIntersectingAABB( C_RopeKeyframe **pRopes, int nMaxRopes, const Vector &vAbsMin, const Vector &vAbsMax )
-{
- if ( nMaxRopes == 0 )
- return 0;
-
- int nRopes = 0;
- FOR_EACH_LL( g_Ropes, i )
- {
- C_RopeKeyframe *pRope = g_Ropes[i];
-
- Vector v1, v2;
- if ( pRope->GetEndPointPos( 0, v1 ) && pRope->GetEndPointPos( 1, v2 ) )
- {
- if ( IsBoxIntersectingRay( v1, v2-v1, vAbsMin, vAbsMax, 0.1f ) )
- {
- pRopes[nRopes++] = pRope;
- if ( nRopes == nMaxRopes )
- break;
- }
- }
- }
-
- return nRopes;
-}
-
-
-void C_RopeKeyframe::SetSlack( int slack )
-{
- m_Slack = slack;
- RecomputeSprings();
-}
-
-
-void C_RopeKeyframe::SetRopeFlags( int flags )
-{
- m_RopeFlags = flags;
- UpdateVisibility();
-}
-
-
-int C_RopeKeyframe::GetRopeFlags() const
-{
- return m_RopeFlags;
-}
-
-
-void C_RopeKeyframe::SetupHangDistance( float flHangDist )
-{
- C_BaseEntity *pEnt1 = m_hStartPoint;
- C_BaseEntity *pEnt2 = m_hEndPoint;
- if ( !pEnt1 || !pEnt2 )
- return;
-
- QAngle dummyAngles;
-
- // Calculate starting conditions so we can force it to hang down N inches.
- Vector v1 = pEnt1->GetAbsOrigin();
- pEnt1->GetAttachment( m_iStartAttachment, v1, dummyAngles );
-
- Vector v2 = pEnt2->GetAbsOrigin();
- pEnt2->GetAttachment( m_iEndAttachment, v2, dummyAngles );
-
- float flSlack, flLen;
- CalcRopeStartingConditions( v1, v2, ROPE_MAX_SEGMENTS, flHangDist, &flLen, &flSlack );
-
- m_RopeLength = (int)flLen;
- m_Slack = (int)flSlack;
-
- RecomputeSprings();
-}
-
-
-void C_RopeKeyframe::SetStartEntity( C_BaseEntity *pEnt )
-{
- m_hStartPoint = pEnt;
-}
-
-
-void C_RopeKeyframe::SetEndEntity( C_BaseEntity *pEnt )
-{
- m_hEndPoint = pEnt;
-}
-
-
-C_BaseEntity* C_RopeKeyframe::GetStartEntity() const
-{
- return m_hStartPoint;
-}
-
-
-C_BaseEntity* C_RopeKeyframe::GetEndEntity() const
-{
- return m_hEndPoint;
-}
-
-
-CSimplePhysics::IHelper* C_RopeKeyframe::HookPhysics( CSimplePhysics::IHelper *pHook )
-{
- m_RopePhysics.SetDelegate( pHook );
- return &m_PhysicsDelegate;
-}
-
-
-void C_RopeKeyframe::SetColorMod( const Vector &vColorMod )
-{
- m_vColorMod = vColorMod;
-}
-
-
-void C_RopeKeyframe::RecomputeSprings()
-{
- m_RopePhysics.ResetSpringLength(
- (m_RopeLength + m_Slack + ROPESLACK_FUDGEFACTOR) / (m_RopePhysics.NumNodes() - 1) );
-}
-
-
-void C_RopeKeyframe::ShakeRope( const Vector &vCenter, float flRadius, float flMagnitude )
-{
- // Sum up whatever it would apply to all of our points.
- for ( int i=0; i < m_nSegments; i++ )
- {
- CSimplePhysics::CNode *pNode = m_RopePhysics.GetNode( i );
-
- float flDist = (pNode->m_vPos - vCenter).Length();
-
- float flShakeAmount = 1.0f - flDist / flRadius;
- if ( flShakeAmount >= 0 )
- {
- m_flImpulse.z += flShakeAmount * flMagnitude;
- }
- }
-}
-
-
-void C_RopeKeyframe::OnDataChanged( DataUpdateType_t updateType )
-{
- BaseClass::OnDataChanged( updateType );
-
- m_bNewDataThisFrame = true;
-
- if( updateType != DATA_UPDATE_CREATED )
- return;
-
- // Figure out the material name.
- char str[512];
- const model_t *pModel = modelinfo->GetModel( m_iRopeMaterialModelIndex );
- if ( pModel )
- {
- Q_strncpy( str, modelinfo->GetModelName( pModel ), sizeof( str ) );
-
- // Get rid of the extension because the material system doesn't want it.
- char *pExt = Q_stristr( str, ".vmt" );
- if ( pExt )
- pExt[0] = 0;
- }
- else
- {
- Q_strncpy( str, "asdf", sizeof( str ) );
- }
-
- FinishInit( str );
-}
-
-
-void C_RopeKeyframe::FinishInit( const char *pMaterialName )
-{
- // Get the material from the material system.
- m_pMaterial = materials->FindMaterial( pMaterialName, TEXTURE_GROUP_OTHER );
- if( m_pMaterial )
- m_TextureHeight = m_pMaterial->GetMappingHeight();
- else
- m_TextureHeight = 1;
-
- char backName[512];
- Q_snprintf( backName, sizeof( backName ), "%s_back", pMaterialName );
-
- m_pBackMaterial = materials->FindMaterial( backName, TEXTURE_GROUP_OTHER, false );
- if ( IsErrorMaterial( m_pBackMaterial ) )
- m_pBackMaterial = NULL;
-
- if ( m_pBackMaterial )
- {
- m_pBackMaterial->IncrementReferenceCount();
- m_pBackMaterial->GetMappingWidth();
- }
-
- // Init rope physics.
- m_nSegments = clamp( m_nSegments, 2, ROPE_MAX_SEGMENTS );
- m_RopePhysics.SetNumNodes( m_nSegments );
-
- SetCollisionBounds( Vector( -10, -10, -10 ), Vector( 10, 10, 10 ) );
-
- // We want to think every frame.
- SetNextClientThink( CLIENT_THINK_ALWAYS );
-}
-
-void C_RopeKeyframe::RunRopeSimulation( float flSeconds )
-{
- // First, forget about links touching things.
- for ( int i=0; i < m_nSegments; i++ )
- m_LinksTouchingSomething[i] = false;
-
- // Simulate, and it will mark which links touched things.
- m_RopePhysics.Simulate( flSeconds );
-
- // Now count how many links touched something.
- m_nLinksTouchingSomething = 0;
- for ( int i=0; i < m_nSegments; i++ )
- {
- if ( m_LinksTouchingSomething[i] )
- ++m_nLinksTouchingSomething;
- }
-}
-
-Vector C_RopeKeyframe::ConstrainNode( const Vector &vNormal, const Vector &vNodePosition, const Vector &vMidpiont, float fNormalLength )
-{
- // Get triangle edges formed
- Vector vMidpointToNode = vNodePosition - vMidpiont;
- Vector vMidpointToNodeProjected = vMidpointToNode.Dot( vNormal ) * vNormal;
- float fMidpointToNodeLengh = VectorNormalize( vMidpointToNode );
- float fMidpointToNodeProjectedLengh = VectorNormalize( vMidpointToNodeProjected );
-
- // See if it's past an endpoint
- if ( fMidpointToNodeProjectedLengh < fNormalLength + 1.0f )
- return vNodePosition;
-
- // Apply the ratio between the triangles
- return vMidpiont + vMidpointToNode * fMidpointToNodeLengh * ( fNormalLength / fMidpointToNodeProjectedLengh );
-}
-
-void C_RopeKeyframe::ConstrainNodesBetweenEndpoints( void )
-{
- if ( !m_bConstrainBetweenEndpoints )
- return;
-
- // Get midpoint and normals
- Vector vMidpiont = ( m_vCachedEndPointAttachmentPos[ 0 ] + m_vCachedEndPointAttachmentPos[ 1 ] ) / 2.0f;
- Vector vNormal = vMidpiont - m_vCachedEndPointAttachmentPos[ 0 ];
- float fNormalLength = VectorNormalize( vNormal );
-
- // Loop through all the middle segments and ensure their positions are constrained between the endpoints
- for ( int i = 1; i < m_RopePhysics.NumNodes() - 1; ++i )
- {
- // Fix the current position
- m_RopePhysics.GetNode( i )->m_vPos = ConstrainNode( vNormal, m_RopePhysics.GetNode( i )->m_vPos, vMidpiont, fNormalLength );
-
- // Fix the predicted position
- m_RopePhysics.GetNode( i )->m_vPredicted = ConstrainNode( vNormal, m_RopePhysics.GetNode( i )->m_vPredicted, vMidpiont, fNormalLength );
- }
-}
-
-void C_RopeKeyframe::ClientThink()
-{
- // Only recalculate the endpoint attachments once per frame.
- m_bEndPointAttachmentPositionsDirty = true;
- m_bEndPointAttachmentAnglesDirty = true;
-
- if( !r_drawropes.GetBool() )
- return;
-
- if( !InitRopePhysics() ) // init if not already
- return;
-
- if( !DetectRestingState( m_bApplyWind ) )
- {
- // Update the simulation.
- CTimeAdder adder( &g_RopeSimulateTicks );
-
- RunRopeSimulation( gpGlobals->frametime );
-
- g_nRopePointsSimulated += m_RopePhysics.NumNodes();
-
- m_bNewDataThisFrame = false;
-
- // Setup a new wind gust?
- m_flCurrentGustTimer += gpGlobals->frametime;
- m_flTimeToNextGust -= gpGlobals->frametime;
- if( m_flTimeToNextGust <= 0 )
- {
- m_vWindDir = RandomVector( -1, 1 );
- VectorNormalize( m_vWindDir );
-
- static float basicScale = 50;
- m_vWindDir *= basicScale;
- m_vWindDir *= RandomFloat( -1.0f, 1.0f );
-
- m_flCurrentGustTimer = 0;
- m_flCurrentGustLifetime = RandomFloat( 2.0f, 3.0f );
-
- m_flTimeToNextGust = RandomFloat( 3.0f, 4.0f );
- }
-
- UpdateBBox();
- }
-}
-
-
-int C_RopeKeyframe::DrawModel( int flags )
-{
- VPROF_BUDGET( "C_RopeKeyframe::DrawModel", VPROF_BUDGETGROUP_ROPES );
- if( !InitRopePhysics() )
- return 0;
-
- if ( !m_bReadyToDraw )
- return 0;
-
- // Resize the rope
- if( m_RopeFlags & ROPE_RESIZE )
- {
- RecomputeSprings();
- }
-
- // If our start & end entities have models, but are nodraw, then we don't draw
- if ( m_hStartPoint && m_hStartPoint->IsDormant() && m_hEndPoint && m_hEndPoint->IsDormant() )
- {
- // Check models because rope endpoints are point entities
- if ( m_hStartPoint->GetModelIndex() && m_hEndPoint->GetModelIndex() )
- return 0;
- }
-
- ConstrainNodesBetweenEndpoints();
-
- RopeManager()->AddToRenderCache( this );
- return 1;
-}
-
-bool C_RopeKeyframe::ShouldDraw()
-{
- if( !r_ropetranslucent.GetBool() )
- return false;
-
- if( !(m_RopeFlags & ROPE_SIMULATE) )
- return false;
-
- return true;
-}
-
-const Vector& C_RopeKeyframe::WorldSpaceCenter( ) const
-{
- return GetAbsOrigin();
-}
-
-bool C_RopeKeyframe::GetAttachment( int number, matrix3x4_t &matrix )
-{
- int nNodes = m_RopePhysics.NumNodes();
- if ( (number != ROPE_ATTACHMENT_START_POINT && number != ROPE_ATTACHMENT_END_POINT) || nNodes < 2 )
- return false;
-
- // Now setup the orientation based on the last segment.
- Vector vForward, origin;
- if ( number == ROPE_ATTACHMENT_START_POINT )
- {
- origin = m_RopePhysics.GetNode( 0 )->m_vPredicted;
- vForward = m_RopePhysics.GetNode( 0 )->m_vPredicted - m_RopePhysics.GetNode( 1 )->m_vPredicted;
- }
- else
- {
- origin = m_RopePhysics.GetNode( nNodes-1 )->m_vPredicted;
- vForward = m_RopePhysics.GetNode( nNodes-1 )->m_vPredicted - m_RopePhysics.GetNode( nNodes-2 )->m_vPredicted;
- }
- VectorMatrix( vForward, matrix );
- PositionMatrix( origin, matrix );
- return true;
-}
-
-bool C_RopeKeyframe::GetAttachment( int number, Vector &origin )
-{
- int nNodes = m_RopePhysics.NumNodes();
- if ( (number != ROPE_ATTACHMENT_START_POINT && number != ROPE_ATTACHMENT_END_POINT) || nNodes < 2 )
- return false;
-
- // Now setup the orientation based on the last segment.
- if ( number == ROPE_ATTACHMENT_START_POINT )
- {
- origin = m_RopePhysics.GetNode( 0 )->m_vPredicted;
- }
- else
- {
- origin = m_RopePhysics.GetNode( nNodes-1 )->m_vPredicted;
- }
- return true;
-}
-
-bool C_RopeKeyframe::GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel )
-{
- Assert(0);
- return false;
-}
-
-bool C_RopeKeyframe::GetAttachment( int number, Vector &origin, QAngle &angles )
-{
- int nNodes = m_RopePhysics.NumNodes();
- if ( (number == ROPE_ATTACHMENT_START_POINT || number == ROPE_ATTACHMENT_END_POINT) && nNodes >= 2 )
- {
- // Now setup the orientation based on the last segment.
- Vector vForward;
- if ( number == ROPE_ATTACHMENT_START_POINT )
- {
- origin = m_RopePhysics.GetNode( 0 )->m_vPredicted;
- vForward = m_RopePhysics.GetNode( 0 )->m_vPredicted - m_RopePhysics.GetNode( 1 )->m_vPredicted;
- }
- else
- {
- origin = m_RopePhysics.GetNode( nNodes-1 )->m_vPredicted;
- vForward = m_RopePhysics.GetNode( nNodes-1 )->m_vPredicted - m_RopePhysics.GetNode( nNodes-2 )->m_vPredicted;
- }
- VectorAngles( vForward, angles );
-
- return true;
- }
-
- return false;
-}
-
-bool C_RopeKeyframe::AnyPointsMoved()
-{
- for( int i=0; i < m_RopePhysics.NumNodes(); i++ )
- {
- CSimplePhysics::CNode *pNode = m_RopePhysics.GetNode( i );
- float flMoveDistSqr = (pNode->m_vPos - pNode->m_vPrevPos).LengthSqr();
- if( flMoveDistSqr > 0.03f )
- return true;
- }
-
- if( --m_iForcePointMoveCounter > 0 )
- return true;
-
- return false;
-}
-
-
-inline bool C_RopeKeyframe::DidEndPointMove( int iPt )
-{
- // If this point isn't locked anyway, just break out.
- if( !( m_fLockedPoints & (1 << iPt) ) )
- return false;
-
- bool bOld = m_bPrevEndPointPos[iPt];
- Vector vOld = m_vPrevEndPointPos[iPt];
-
- m_bPrevEndPointPos[iPt] = GetEndPointPos( iPt, m_vPrevEndPointPos[iPt] );
-
- // If it wasn't and isn't attached to anything, don't register a change.
- if( !bOld && !m_bPrevEndPointPos[iPt] )
- return true;
-
- // Register a change if the endpoint moves.
- if( !VectorsAreEqual( vOld, m_vPrevEndPointPos[iPt], 0.1 ) )
- return true;
-
- return false;
-}
-
-
-bool C_RopeKeyframe::DetectRestingState( bool &bApplyWind )
-{
- bApplyWind = false;
-
- if( m_fPrevLockedPoints != m_fLockedPoints )
- {
- // Force it to move the points for some number of frames when they get detached or
- // after we get new data. This allows them to accelerate from gravity.
- m_iForcePointMoveCounter = 10;
- m_fPrevLockedPoints = m_fLockedPoints;
- return false;
- }
-
- if( m_bNewDataThisFrame )
- {
- // Simulate if anything about us changed this frame, such as our position due to hierarchy.
- // FIXME: this won't work when hierarchy is client side
- return false;
- }
-
- // Make sure our attachment points haven't moved.
- if( DidEndPointMove( 0 ) || DidEndPointMove( 1 ) )
- return false;
-
- // See how close we are to the line.
- Vector &vEnd1 = m_RopePhysics.GetFirstNode()->m_vPos;
- Vector &vEnd2 = m_RopePhysics.GetLastNode()->m_vPos;
-
- if ( !( m_RopeFlags & ROPE_NO_WIND ) )
- {
- // Don't apply wind if more than half of the nodes are touching something.
- float flDist1 = CalcDistanceToLineSegment( MainViewOrigin(), vEnd1, vEnd2 );
- if( m_nLinksTouchingSomething < (m_RopePhysics.NumNodes() >> 1) )
- bApplyWind = flDist1 < rope_wind_dist.GetFloat();
- }
-
- if ( m_flPreviousImpulse != m_flImpulse )
- {
- m_flPreviousImpulse = m_flImpulse;
- return false;
- }
-
- return !AnyPointsMoved() && !bApplyWind && !rope_shake.GetInt();
-}
-
-// simple struct to precompute basis for catmull rom splines for faster evaluation
-struct catmull_t
-{
- Vector t3;
- Vector t2;
- Vector t;
- Vector c;
-};
-
-// bake out the terms of the catmull rom spline
-void Catmull_Rom_Spline_Matrix( const Vector &p1, const Vector &p2, const Vector &p3, const Vector &p4, catmull_t &output )
-{
- output.t3 = 0.5f * ((-1*p1) + (3*p2) + (-3*p3) + p4); // 0.5 t^3 * [ (-1*p1) + ( 3*p2) + (-3*p3) + p4 ]
- output.t2 = 0.5f * ((2*p1) + (-5*p2) + (4*p3) - p4); // 0.5 t^2 * [ ( 2*p1) + (-5*p2) + ( 4*p3) - p4 ]
- output.t = 0.5f * ((-1*p1) + p3); // 0.5 t * [ (-1*p1) + p3 ]
- output.c = p2; // p2
-}
-
-// evaluate one point on the spline, t is a vector of (t, t^2, t^3)
-inline void Catmull_Rom_Eval( const catmull_t &spline, const Vector &t, Vector &output )
-{
- Assert(spline.c.IsValid());
- Assert(spline.t.IsValid());
- Assert(spline.t2.IsValid());
- Assert(spline.t3.IsValid());
- output = spline.c + (t.x * spline.t) + (t.y*spline.t2) + (t.z * spline.t3);
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_RopeKeyframe::BuildRope( RopeSegData_t *pSegmentData, const Vector &vCurrentViewForward, const Vector &vCurrentViewOrigin, C_RopeKeyframe::BuildRopeQueuedData_t *pQueuedData, bool bQueued )
-{
- if ( !pSegmentData )
- return;
-
- // Get the lighting values.
- Vector *pLightValues = ( mat_fullbright.GetInt() == 1 ) ? g_FullBright_LightValues : pQueuedData->m_pLightValues;
-
- // Update the rope subdivisions if necessary.
- int nSubdivCount;
- Vector *pSubdivVecList = GetRopeSubdivVectors( &nSubdivCount );
-
- int nSegmentCount = 0;
- int iPrevNode = 0;
- const float subdivScale = 1.0f / (nSubdivCount+1);
- const int nodeCount = pQueuedData->m_iNodeCount;
- const int lastNode = nodeCount-1;
- catmull_t spline;
-
- Vector *pPredictedPositions = pQueuedData->m_pPredictedPositions;
- Vector vColorMod = pQueuedData->m_vColorMod;
-
- for( int iNode = 0; iNode < nodeCount; ++iNode )
- {
- pSegmentData->m_Segments[nSegmentCount].m_vPos = pPredictedPositions[iNode];
- pSegmentData->m_Segments[nSegmentCount].m_vColor = pLightValues[iNode] * vColorMod;
-
- CEffectData data;
-
- if ( !bQueued && RopeManager()->IsHolidayLightMode() && r_rope_holiday_light_scale.GetFloat() > 0.0f )
- {
- data.m_nMaterial = reinterpret_cast< int >( this );
- data.m_nHitBox = ( iNode << 8 );
- data.m_flScale = r_rope_holiday_light_scale.GetFloat();
- data.m_vOrigin = pSegmentData->m_Segments[nSegmentCount].m_vPos;
- DispatchEffect( "TF_HolidayLight", data );
- }
-
- ++nSegmentCount;
-
- if ( iNode < lastNode )
- {
- // Draw a midpoint to the next segment.
- int iNext = iNode + 1;
- int iNextNext = iNode + 2;
- if ( iNext >= nodeCount )
- {
- iNext = iNextNext = lastNode;
- }
- else if ( iNextNext >= nodeCount )
- {
- iNextNext = lastNode;
- }
-
- Vector vecColorInc = subdivScale * ( ( pLightValues[iNode+1] - pLightValues[iNode] ) * vColorMod );
- // precompute spline basis
- Catmull_Rom_Spline_Matrix( pPredictedPositions[iPrevNode], pPredictedPositions[iNode],
- pPredictedPositions[iNext], pPredictedPositions[iNextNext], spline );
- for( int iSubdiv = 0; iSubdiv < nSubdivCount; ++iSubdiv )
- {
- pSegmentData->m_Segments[nSegmentCount].m_vColor = pSegmentData->m_Segments[nSegmentCount-1].m_vColor + vecColorInc;
- // simple eval using precomputed basis
- Catmull_Rom_Eval( spline, pSubdivVecList[iSubdiv], pSegmentData->m_Segments[nSegmentCount].m_vPos );
-
- if ( !bQueued && RopeManager()->IsHolidayLightMode() && r_rope_holiday_light_scale.GetFloat() > 0.0f )
- {
- data.m_nHitBox++;
- data.m_flScale = r_rope_holiday_light_scale.GetFloat();
- data.m_vOrigin = pSegmentData->m_Segments[nSegmentCount].m_vPos;
- DispatchEffect( "TF_HolidayLight", data );
- }
-
- ++nSegmentCount;
- Assert( nSegmentCount <= MAX_ROPE_SEGMENTS );
- }
-
- iPrevNode = iNode;
- }
- }
- pSegmentData->m_nSegmentCount = nSegmentCount;
- pSegmentData->m_flMaxBackWidth = 0;
-
- // Figure out texture scale.
- float flPixelsPerInch = 4.0f / m_TextureScale;
- float flTotalTexCoord = flPixelsPerInch * ( pQueuedData->m_RopeLength + pQueuedData->m_Slack + ROPESLACK_FUDGEFACTOR );
- int nTotalPoints = ( nodeCount - 1 ) * nSubdivCount + 1;
- float flActualInc = ( flTotalTexCoord / nTotalPoints ) / ( float )m_TextureHeight;
-
- // First draw a translucent rope underneath the solid rope for an antialiasing effect.
- if ( ShouldUseFakeAA( m_pBackMaterial ) )
- {
- // Compute screen width
- float flScreenWidth = ScreenWidth();
- float flHalfScreenWidth = flScreenWidth / 2.0f;
-
- float flExtraScreenSpaceWidth = rope_smooth_enlarge.GetFloat();
-
- float flMinAlpha = rope_smooth_minalpha.GetFloat();
- float flMaxAlpha = rope_smooth_maxalpha.GetFloat();
-
- float flMinScreenSpaceWidth = rope_smooth_minwidth.GetFloat();
- float flMaxAlphaScreenSpaceWidth = rope_smooth_maxalphawidth.GetFloat();
-
- float flTexCoord = m_flCurScroll;
- for ( int iSegment = 0; iSegment < nSegmentCount; ++iSegment )
- {
- pSegmentData->m_Segments[iSegment].m_flTexCoord = flTexCoord;
-
- // Right here, we need to specify a width that will be 1 pixel larger in screen space.
- float zCoord = vCurrentViewForward.Dot( pSegmentData->m_Segments[iSegment].m_vPos - vCurrentViewOrigin );
- zCoord = MAX( zCoord, 0.1f );
-
- float flScreenSpaceWidth = m_Width * flHalfScreenWidth / zCoord;
- if ( flScreenSpaceWidth < flMinScreenSpaceWidth )
- {
- pSegmentData->m_Segments[iSegment].m_flAlpha = flMinAlpha;
- pSegmentData->m_Segments[iSegment].m_flWidth = flMinScreenSpaceWidth * zCoord / flHalfScreenWidth;
- pSegmentData->m_BackWidths[iSegment] = 0.0f;
- }
- else
- {
- if ( flScreenSpaceWidth > flMaxAlphaScreenSpaceWidth )
- {
- pSegmentData->m_Segments[iSegment].m_flAlpha = flMaxAlpha;
- }
- else
- {
- pSegmentData->m_Segments[iSegment].m_flAlpha = RemapVal( flScreenSpaceWidth, flMinScreenSpaceWidth, flMaxAlphaScreenSpaceWidth, flMinAlpha, flMaxAlpha );
- }
-
- pSegmentData->m_Segments[iSegment].m_flWidth = m_Width;
- pSegmentData->m_BackWidths[iSegment] = m_Width - ( zCoord * flExtraScreenSpaceWidth ) / flScreenWidth;
- if ( pSegmentData->m_BackWidths[iSegment] < 0.0f )
- {
- pSegmentData->m_BackWidths[iSegment] = 0.0f;
- }
- else
- {
- pSegmentData->m_flMaxBackWidth = MAX( pSegmentData->m_flMaxBackWidth, pSegmentData->m_BackWidths[iSegment] );
- }
- }
-
- // Get the next texture coordinate.
- flTexCoord += flActualInc;
- }
- }
- else
- {
- float flTexCoord = m_flCurScroll;
-
- // Build the data with no smoothing.
- for ( int iSegment = 0; iSegment < nSegmentCount; ++iSegment )
- {
- pSegmentData->m_Segments[iSegment].m_flTexCoord = flTexCoord;
- pSegmentData->m_Segments[iSegment].m_flAlpha = 0.3f;
- pSegmentData->m_Segments[iSegment].m_flWidth = m_Width;
- pSegmentData->m_BackWidths[iSegment] = -1.0f;
-
- // Get the next texture coordinate.
- flTexCoord += flActualInc;
- }
- }
-}
-
-void C_RopeKeyframe::UpdateBBox()
-{
- Vector &vStart = m_RopePhysics.GetFirstNode()->m_vPos;
- Vector &vEnd = m_RopePhysics.GetLastNode()->m_vPos;
-
- Vector mins, maxs;
-
- VectorMin( vStart, vEnd, mins );
- VectorMax( vStart, vEnd, maxs );
-
- for( int i=1; i < m_RopePhysics.NumNodes()-1; i++ )
- {
- const Vector &vPos = m_RopePhysics.GetNode(i)->m_vPos;
- AddPointToBounds( vPos, mins, maxs );
- }
-
- mins -= GetAbsOrigin();
- maxs -= GetAbsOrigin();
- SetCollisionBounds( mins, maxs );
-}
-
-
-bool C_RopeKeyframe::InitRopePhysics()
-{
- if( !(m_RopeFlags & ROPE_SIMULATE) )
- return 0;
-
- if( m_bPhysicsInitted )
- {
- return true;
- }
-
- // Must have both entities to work.
- m_bPrevEndPointPos[0] = GetEndPointPos( 0, m_vPrevEndPointPos[0] );
- if( !m_bPrevEndPointPos[0] )
- return false;
-
- // They're allowed to not have an end attachment point so the rope can dangle.
- m_bPrevEndPointPos[1] = GetEndPointPos( 1, m_vPrevEndPointPos[1] );
- if( !m_bPrevEndPointPos[1] )
- m_vPrevEndPointPos[1] = m_vPrevEndPointPos[0];
-
- const Vector &vStart = m_vPrevEndPointPos[0];
- const Vector &vAttached = m_vPrevEndPointPos[1];
-
- m_RopePhysics.SetupSimulation( 0, &m_PhysicsDelegate );
- RecomputeSprings();
- m_RopePhysics.Restart();
-
- // Initialize the positions of the nodes.
- for( int i=0; i < m_RopePhysics.NumNodes(); i++ )
- {
- CSimplePhysics::CNode *pNode = m_RopePhysics.GetNode( i );
- float t = (float)i / (m_RopePhysics.NumNodes() - 1);
-
- VectorLerp( vStart, vAttached, t, pNode->m_vPos );
- pNode->m_vPrevPos = pNode->m_vPos;
- }
-
- // Simulate for a bit to let it sag.
- if ( m_RopeFlags & ROPE_INITIAL_HANG )
- {
- RunRopeSimulation( 5 );
- }
-
- CalcLightValues();
-
- // Set our bounds for visibility.
- UpdateBBox();
-
- m_flTimeToNextGust = RandomFloat( 1.0f, 3.0f );
- m_bPhysicsInitted = true;
-
- return true;
-}
-
-
-bool C_RopeKeyframe::CalculateEndPointAttachment( C_BaseEntity *pEnt, int iAttachment, Vector &vPos, QAngle *pAngles )
-{
- VPROF_BUDGET( "C_RopeKeyframe::CalculateEndPointAttachment", VPROF_BUDGETGROUP_ROPES );
-
- if( !pEnt )
- return false;
-
- if ( m_RopeFlags & ROPE_PLAYER_WPN_ATTACH )
- {
- C_BasePlayer *pPlayer = dynamic_cast< C_BasePlayer* >( pEnt );
- if ( pPlayer )
- {
- C_BaseAnimating *pModel = pPlayer->GetRenderedWeaponModel();
- if ( !pModel )
- return false;
-
- int iAttachment = pModel->LookupAttachment( "buff_attach" );
- if ( pAngles )
- return pModel->GetAttachment( iAttachment, vPos, *pAngles );
- return pModel->GetAttachment( iAttachment, vPos );
- }
- }
-
- if( iAttachment > 0 )
- {
- bool bOk;
- if ( pAngles )
- {
- bOk = pEnt->GetAttachment( iAttachment, vPos, *pAngles );
- }
- else
- {
- bOk = pEnt->GetAttachment( iAttachment, vPos );
- }
- if ( bOk )
- return true;
- }
-
- vPos = pEnt->WorldSpaceCenter( );
- if ( pAngles )
- {
- *pAngles = pEnt->GetAbsAngles();
- }
- return true;
-}
-
-bool C_RopeKeyframe::GetEndPointPos( int iPt, Vector &vPos )
-{
- // By caching the results here, we avoid doing this a bunch of times per frame.
- if ( m_bEndPointAttachmentPositionsDirty )
- {
- CalculateEndPointAttachment( m_hStartPoint, m_iStartAttachment, m_vCachedEndPointAttachmentPos[0], NULL );
- CalculateEndPointAttachment( m_hEndPoint, m_iEndAttachment, m_vCachedEndPointAttachmentPos[1], NULL );
- m_bEndPointAttachmentPositionsDirty = false;
- }
-
- Assert( iPt == 0 || iPt == 1 );
- vPos = m_vCachedEndPointAttachmentPos[iPt];
- return true;
-}
-
-IMaterial* C_RopeKeyframe::GetSolidMaterial( void )
-{
-#ifdef TF_CLIENT_DLL
- if ( RopeManager()->IsHolidayLightMode() )
- {
- if ( RopeManager()->GetHolidayLightStyle() == 1 )
- {
- return materials->FindMaterial( "cable/pure_white", TEXTURE_GROUP_OTHER );
- }
- }
-#endif
-
- return m_pMaterial;
-}
-IMaterial* C_RopeKeyframe::GetBackMaterial( void )
-{
- return m_pBackMaterial;
-}
-
-bool C_RopeKeyframe::GetEndPointAttachment( int iPt, Vector &vPos, QAngle &angle )
-{
- // By caching the results here, we avoid doing this a bunch of times per frame.
- if ( m_bEndPointAttachmentPositionsDirty || m_bEndPointAttachmentAnglesDirty )
- {
- CalculateEndPointAttachment( m_hStartPoint, m_iStartAttachment, m_vCachedEndPointAttachmentPos[0], &m_vCachedEndPointAttachmentAngle[0] );
- CalculateEndPointAttachment( m_hEndPoint, m_iEndAttachment, m_vCachedEndPointAttachmentPos[1], &m_vCachedEndPointAttachmentAngle[1] );
- m_bEndPointAttachmentPositionsDirty = false;
- m_bEndPointAttachmentAnglesDirty = false;
- }
-
- Assert( iPt == 0 || iPt == 1 );
- vPos = m_vCachedEndPointAttachmentPos[iPt];
- angle = m_vCachedEndPointAttachmentAngle[iPt];
- return true;
-}
-
-
-// Look at the global cvar and recalculate rope subdivision data if necessary.
-Vector *C_RopeKeyframe::GetRopeSubdivVectors( int *nSubdivs )
-{
- if( m_RopeFlags & ROPE_BARBED )
- {
- *nSubdivs = g_nBarbedSubdivs;
- return g_BarbedSubdivs;
- }
- else
- {
- int subdiv = m_Subdiv;
- if ( subdiv == 255 )
- {
- subdiv = rope_subdiv.GetInt();
- }
-
- if ( subdiv >= MAX_ROPE_SUBDIVS )
- subdiv = MAX_ROPE_SUBDIVS-1;
-
- *nSubdivs = subdiv;
- return g_RopeSubdivs[subdiv];
- }
-}
-
-
-void C_RopeKeyframe::CalcLightValues()
-{
- Vector boxColors[6];
-
- for( int i=0; i < m_RopePhysics.NumNodes(); i++ )
- {
- const Vector &vPos = m_RopePhysics.GetNode(i)->m_vPredicted;
- engine->ComputeLighting( vPos, NULL, true, m_LightValues[i], boxColors );
-
- if ( !rope_averagelight.GetInt() )
- {
- // The engine averages the lighting across the 6 box faces, but we would rather just get the MAX intensity
- // since we do our own half-lambert lighting in the rope shader to simulate directionality.
- //
- // So here, we take the average of all the incoming light, and scale it to use the max intensity of all the box sides.
- float flMaxIntensity = 0;
- for ( int iSide=0; iSide < 6; iSide++ )
- {
- float flLen = boxColors[iSide].Length();
- flMaxIntensity = MAX( flMaxIntensity, flLen );
- }
-
- VectorNormalize( m_LightValues[i] );
- m_LightValues[i] *= flMaxIntensity;
- float flMax = MAX( m_LightValues[i].x, MAX( m_LightValues[i].y, m_LightValues[i].z ) );
- if ( flMax > 1 )
- m_LightValues[i] /= flMax;
- }
- }
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void C_RopeKeyframe::ReceiveMessage( int classID, bf_read &msg )
-{
- if ( classID != GetClientClass()->m_ClassID )
- {
- // message is for subclass
- BaseClass::ReceiveMessage( classID, msg );
- return;
- }
-
- // Read instantaneous fore data
- m_flImpulse.x = msg.ReadFloat();
- m_flImpulse.y = msg.ReadFloat();
- m_flImpulse.z = msg.ReadFloat();
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=====================================================================================// +#include "cbase.h" +#include "c_rope.h" +#include "beamdraw.h" +#include "view.h" +#include "env_wind_shared.h" +#include "input.h" +#ifdef TF_CLIENT_DLL +#include "cdll_util.h" +#endif +#include "rope_helpers.h" +#include "engine/ivmodelinfo.h" +#include "tier0/vprof.h" +#include "c_te_effect_dispatch.h" +#include "collisionutils.h" +#include <KeyValues.h> +#include <bitbuf.h> +#include "utllinkedlist.h" +#include "materialsystem/imaterialsystemhardwareconfig.h" +#include "tier1/callqueue.h" +#include "tier1/memstack.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +void RecvProxy_RecomputeSprings( const CRecvProxyData *pData, void *pStruct, void *pOut ) +{ + // Have the regular proxy store the data. + RecvProxy_Int32ToInt32( pData, pStruct, pOut ); + + C_RopeKeyframe *pRope = (C_RopeKeyframe*)pStruct; + pRope->RecomputeSprings(); +} + + +IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_RopeKeyframe, DT_RopeKeyframe, CRopeKeyframe ) + RecvPropInt( RECVINFO(m_iRopeMaterialModelIndex) ), + RecvPropEHandle( RECVINFO(m_hStartPoint) ), + RecvPropEHandle( RECVINFO(m_hEndPoint) ), + RecvPropInt( RECVINFO(m_iStartAttachment) ), + RecvPropInt( RECVINFO(m_iEndAttachment) ), + + RecvPropInt( RECVINFO(m_fLockedPoints) ), + RecvPropInt( RECVINFO(m_Slack), 0, RecvProxy_RecomputeSprings ), + RecvPropInt( RECVINFO(m_RopeLength), 0, RecvProxy_RecomputeSprings ), + RecvPropInt( RECVINFO(m_RopeFlags) ), + RecvPropFloat( RECVINFO(m_TextureScale) ), + RecvPropInt( RECVINFO(m_nSegments) ), + RecvPropBool( RECVINFO(m_bConstrainBetweenEndpoints) ), + RecvPropInt( RECVINFO(m_Subdiv) ), + + RecvPropFloat( RECVINFO(m_Width) ), + RecvPropFloat( RECVINFO(m_flScrollSpeed) ), + RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ), + RecvPropInt( RECVINFO_NAME(m_hNetworkMoveParent, moveparent), 0, RecvProxy_IntToMoveParent ), + + RecvPropInt( RECVINFO( m_iParentAttachment ) ), +END_RECV_TABLE() + +#define ROPE_IMPULSE_SCALE 20 +#define ROPE_IMPULSE_DECAY 0.95 + +static ConVar rope_shake( "rope_shake", "0" ); +static ConVar rope_subdiv( "rope_subdiv", "2", 0, "Rope subdivision amount", true, 0, true, MAX_ROPE_SUBDIVS ); +static ConVar rope_collide( "rope_collide", "1", 0, "Collide rope with the world" ); + +static ConVar rope_smooth( "rope_smooth", "1", 0, "Do an antialiasing effect on ropes" ); +static ConVar rope_smooth_enlarge( "rope_smooth_enlarge", "1.4", 0, "How much to enlarge ropes in screen space for antialiasing effect" ); + +static ConVar rope_smooth_minwidth( "rope_smooth_minwidth", "0.3", 0, "When using smoothing, this is the min screenspace width it lets a rope shrink to" ); +static ConVar rope_smooth_minalpha( "rope_smooth_minalpha", "0.2", 0, "Alpha for rope antialiasing effect" ); + +static ConVar rope_smooth_maxalphawidth( "rope_smooth_maxalphawidth", "1.75" ); +static ConVar rope_smooth_maxalpha( "rope_smooth_maxalpha", "0.5", 0, "Alpha for rope antialiasing effect" ); + +static ConVar mat_fullbright( "mat_fullbright", "0", FCVAR_CHEAT ); // get it from the engine +static ConVar r_drawropes( "r_drawropes", "1", FCVAR_CHEAT ); +static ConVar r_queued_ropes( "r_queued_ropes", "1" ); +static ConVar r_ropetranslucent( "r_ropetranslucent", "1"); +static ConVar r_rope_holiday_light_scale( "r_rope_holiday_light_scale", "0.055", FCVAR_DEVELOPMENTONLY ); +static ConVar r_ropes_holiday_lights_allowed( "r_ropes_holiday_lights_allowed", "1", FCVAR_DEVELOPMENTONLY ); + +static ConVar rope_wind_dist( "rope_wind_dist", "1000", 0, "Don't use CPU applying small wind gusts to ropes when they're past this distance." ); +static ConVar rope_averagelight( "rope_averagelight", "1", 0, "Makes ropes use average of cubemap lighting instead of max intensity." ); + + +static ConVar rope_rendersolid( "rope_rendersolid", "1" ); + +static ConVar rope_solid_minwidth( "rope_solid_minwidth", "0.3" ); +static ConVar rope_solid_maxwidth( "rope_solid_maxwidth", "1" ); + +static ConVar rope_solid_minalpha( "rope_solid_minalpha", "0.0" ); +static ConVar rope_solid_maxalpha( "rope_solid_maxalpha", "1" ); + + +static CCycleCount g_RopeCollideTicks; +static CCycleCount g_RopeDrawTicks; +static CCycleCount g_RopeSimulateTicks; +static int g_nRopePointsSimulated; + +// Active ropes. +CUtlLinkedList<C_RopeKeyframe*, int> g_Ropes; + + +static Vector g_FullBright_LightValues[ROPE_MAX_SEGMENTS]; +class CFullBrightLightValuesInit +{ +public: + CFullBrightLightValuesInit() + { + for( int i=0; i < ROPE_MAX_SEGMENTS; i++ ) + g_FullBright_LightValues[i].Init( 1, 1, 1 ); + } +} g_FullBrightLightValuesInit; + +// Precalculated info for rope subdivision. +static Vector g_RopeSubdivs[MAX_ROPE_SUBDIVS][MAX_ROPE_SUBDIVS]; +class CSubdivInit +{ +public: + CSubdivInit() + { + for ( int iSubdiv=0; iSubdiv < MAX_ROPE_SUBDIVS; iSubdiv++ ) + { + for( int i=0; i <= iSubdiv; i++ ) + { + float t = (float)(i+1) / (iSubdiv+1); + g_RopeSubdivs[iSubdiv][i].Init( t, t*t, t*t*t ); + } + } + } +} g_SubdivInit; + +//interesting barbed-wire-looking effect +static int g_nBarbedSubdivs = 3; +static Vector g_BarbedSubdivs[MAX_ROPE_SUBDIVS] = { Vector(1.5, 1.5*1.5, 1.5*1.5*1.5), + Vector(-0.5, -0.5 * -0.5, -0.5*-0.5*-0.5), + Vector(0.5, 0.5*0.5, 0.5*0.5*0.5) }; + +// This can be exposed through the entity if we ever care. +static float g_flLockAmount = 0.1; +static float g_flLockFalloff = 0.3; + + + + +class CQueuedRopeMemoryManager +{ +public: + CQueuedRopeMemoryManager( void ) + { + m_nCurrentStack = 0; + MEM_ALLOC_CREDIT(); + m_QueuedRopeMemory[0].Init( 131072, 0, 16384 ); + m_QueuedRopeMemory[1].Init( 131072, 0, 16384 ); + } + ~CQueuedRopeMemoryManager( void ) + { + m_QueuedRopeMemory[0].FreeAll( true ); + m_QueuedRopeMemory[1].FreeAll( true ); + for( int i = 0; i != 2; ++i ) + { + for( int j = m_DeleteOnSwitch[i].Count(); --j >= 0; ) + { + free( m_DeleteOnSwitch[i].Element(j) ); + } + + m_DeleteOnSwitch[i].RemoveAll(); + } + } + + void SwitchStack( void ) + { + m_nCurrentStack = 1 - m_nCurrentStack; + m_QueuedRopeMemory[m_nCurrentStack].FreeAll( false ); + + for( int i = m_DeleteOnSwitch[m_nCurrentStack].Count(); --i >= 0; ) + { + free( m_DeleteOnSwitch[m_nCurrentStack].Element(i) ); + } + m_DeleteOnSwitch[m_nCurrentStack].RemoveAll(); + } + + inline void *Alloc( size_t bytes ) + { + MEM_ALLOC_CREDIT(); + void *pReturn = m_QueuedRopeMemory[m_nCurrentStack].Alloc( bytes, false ); + if( pReturn == NULL ) + { + int iMaxSize = m_QueuedRopeMemory[m_nCurrentStack].GetMaxSize(); + Warning( "Overflowed rope queued rendering memory stack. Needed %d, have %d/%d\n", bytes, iMaxSize - m_QueuedRopeMemory[m_nCurrentStack].GetUsed(), iMaxSize ); + pReturn = malloc( bytes ); + m_DeleteOnSwitch[m_nCurrentStack].AddToTail( pReturn ); + } + return pReturn; + } + + CMemoryStack m_QueuedRopeMemory[2]; + int m_nCurrentStack; + CUtlVector<void *> m_DeleteOnSwitch[2]; //when we overflow the stack, we do new/delete +}; + +//============================================================================= +// +// Rope mananger. +// +struct RopeSegData_t +{ + int m_nSegmentCount; + BeamSeg_t m_Segments[MAX_ROPE_SEGMENTS]; + float m_BackWidths[MAX_ROPE_SEGMENTS]; + + // If this is less than rope_solid_minwidth and rope_solid_minalpha is 0, then we can avoid drawing.. + float m_flMaxBackWidth; +}; + +class CRopeManager : public IRopeManager +{ +public: + + CRopeManager(); + ~CRopeManager(); + + void ResetRenderCache( void ); + void AddToRenderCache( C_RopeKeyframe *pRope ); + void DrawRenderCache( bool bShadowDepth ); + void OnRenderStart( void ) + { + m_QueuedModeMemory.SwitchStack(); + } + + void SetHolidayLightMode( bool bHoliday ) { m_bDrawHolidayLights = bHoliday; } + bool IsHolidayLightMode( void ); + int GetHolidayLightStyle( void ); + +private: + struct RopeRenderData_t; +public: + void DrawRenderCache_NonQueued( bool bShadowDepth, RopeRenderData_t *pRenderCache, int nRenderCacheCount, const Vector &vCurrentViewForward, const Vector &vCurrentViewOrigin, C_RopeKeyframe::BuildRopeQueuedData_t *pBuildRopeQueuedData ); + + void ResetSegmentCache( int nMaxSegments ); + RopeSegData_t *GetNextSegmentFromCache( void ); + + enum { MAX_ROPE_RENDERCACHE = 128 }; + + void RemoveRopeFromQueuedRenderCaches( C_RopeKeyframe *pRope ); + +private: + + void RenderNonSolidRopes( IMatRenderContext *pRenderContext, IMaterial *pMaterial, int nVertCount, int nIndexCount ); + void RenderSolidRopes( IMatRenderContext *pRenderContext, IMaterial *pMaterial, int nVertCount, int nIndexCount, bool bRenderNonSolid ); + +private: + + struct RopeRenderData_t + { + IMaterial *m_pSolidMaterial; + IMaterial *m_pBackMaterial; + int m_nCacheCount; + C_RopeKeyframe *m_aCache[MAX_ROPE_RENDERCACHE]; + }; + + CUtlVector<RopeRenderData_t> m_aRenderCache; + int m_nSegmentCacheCount; + CUtlVector<RopeSegData_t> m_aSegmentCache; + CThreadFastMutex m_RenderCacheMutex; //there's only any contention during the switch from r_queued_ropes on to off + + //in queued material system mode we need to store off data for later use. + CQueuedRopeMemoryManager m_QueuedModeMemory; + + IMaterial* m_pDepthWriteMaterial; + + + struct RopeQueuedRenderCache_t + { + RopeRenderData_t *pCaches; + int iCacheCount; + RopeQueuedRenderCache_t( void ) : pCaches(NULL), iCacheCount(0) { }; + }; + + CUtlLinkedList<RopeQueuedRenderCache_t> m_RopeQueuedRenderCaches; + + bool m_bDrawHolidayLights; + bool m_bHolidayInitialized; + int m_nHolidayLightsStyle; +}; + +static CRopeManager s_RopeManager; + +IRopeManager *RopeManager() +{ + return &s_RopeManager; +} + + +inline bool ShouldUseFakeAA( IMaterial *pBackMaterial ) +{ + return pBackMaterial && rope_smooth.GetInt() && engine->GetDXSupportLevel() > 70 && !g_pMaterialSystemHardwareConfig->IsAAEnabled(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CRopeManager::CRopeManager() +{ + m_aRenderCache.Purge(); + m_aSegmentCache.Purge(); + m_nSegmentCacheCount = 0; + m_pDepthWriteMaterial = NULL; + m_bDrawHolidayLights = false; + m_bHolidayInitialized = false; + m_nHolidayLightsStyle = 0; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CRopeManager::~CRopeManager() +{ + int nRenderCacheCount = m_aRenderCache.Count(); + for ( int iRenderCache = 0; iRenderCache < nRenderCacheCount; ++iRenderCache ) + { + if ( m_aRenderCache[iRenderCache].m_pSolidMaterial ) + { + m_aRenderCache[iRenderCache].m_pSolidMaterial->DecrementReferenceCount(); + } + if ( m_aRenderCache[iRenderCache].m_pBackMaterial ) + { + m_aRenderCache[iRenderCache].m_pBackMaterial->DecrementReferenceCount(); + } + } + + m_aRenderCache.Purge(); + m_aSegmentCache.Purge(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CRopeManager::ResetRenderCache( void ) +{ + int nRenderCacheCount = m_aRenderCache.Count(); + for ( int iRenderCache = 0; iRenderCache < nRenderCacheCount; ++iRenderCache ) + { + m_aRenderCache[iRenderCache].m_nCacheCount = 0; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CRopeManager::AddToRenderCache( C_RopeKeyframe *pRope ) +{ + if( !pRope->GetSolidMaterial() ) + { + return; + } + + // Find the current rope list. + int iRenderCache = 0; + int nRenderCacheCount = m_aRenderCache.Count(); + for ( ; iRenderCache < nRenderCacheCount; ++iRenderCache ) + { + if ( ( pRope->GetSolidMaterial() == m_aRenderCache[iRenderCache].m_pSolidMaterial ) && + ( pRope->GetBackMaterial() == m_aRenderCache[iRenderCache].m_pBackMaterial ) ) + break; + } + + // A full rope list should have been generate in CreateRenderCache + // If we didn't find one, then allocate the mofo. + if ( iRenderCache == nRenderCacheCount ) + { + int iRenderCache = m_aRenderCache.AddToTail(); + m_aRenderCache[iRenderCache].m_pSolidMaterial = pRope->GetSolidMaterial(); + if ( m_aRenderCache[iRenderCache].m_pSolidMaterial ) + { + m_aRenderCache[iRenderCache].m_pSolidMaterial->IncrementReferenceCount(); + } + m_aRenderCache[iRenderCache].m_pBackMaterial = pRope->GetBackMaterial(); + if ( m_aRenderCache[iRenderCache].m_pBackMaterial ) + { + m_aRenderCache[iRenderCache].m_pBackMaterial->IncrementReferenceCount(); + } + m_aRenderCache[iRenderCache].m_nCacheCount = 0; + } + + if ( m_aRenderCache[iRenderCache].m_nCacheCount >= MAX_ROPE_RENDERCACHE ) + { + Warning( "CRopeManager::AddToRenderCache count to large for cache!\n" ); + return; + } + + m_aRenderCache[iRenderCache].m_aCache[m_aRenderCache[iRenderCache].m_nCacheCount] = pRope; + ++m_aRenderCache[iRenderCache].m_nCacheCount; +} + +void CRopeManager::DrawRenderCache_NonQueued( bool bShadowDepth, RopeRenderData_t *pRenderCache, int nRenderCacheCount, const Vector &vCurrentViewForward, const Vector &vCurrentViewOrigin, C_RopeKeyframe::BuildRopeQueuedData_t *pBuildRopeQueuedData ) +{ + VPROF_BUDGET( "CRopeManager::DrawRenderCache", VPROF_BUDGETGROUP_ROPES ); + AUTO_LOCK( m_RenderCacheMutex ); //contention cases: Toggling from queued mode on to off. Rope deletion from the cache. + + // Check to see if we want to render the ropes. + if( !r_drawropes.GetBool() ) + { + if( pBuildRopeQueuedData && (m_RopeQueuedRenderCaches.Count() != 0) ) + { + m_RopeQueuedRenderCaches.Remove( m_RopeQueuedRenderCaches.Head() ); + } + + return; + } + + if ( bShadowDepth && !m_pDepthWriteMaterial && g_pMaterialSystem ) + { + KeyValues *pVMTKeyValues = new KeyValues( "DepthWrite" ); + pVMTKeyValues->SetInt( "$no_fullbright", 1 ); + pVMTKeyValues->SetInt( "$alphatest", 0 ); + pVMTKeyValues->SetInt( "$nocull", 1 ); + m_pDepthWriteMaterial = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite01", TEXTURE_GROUP_OTHER, pVMTKeyValues ); + m_pDepthWriteMaterial->IncrementReferenceCount(); + } + + CMatRenderContextPtr pRenderContext( materials ); + + C_RopeKeyframe::BuildRopeQueuedData_t stackQueuedData; + Vector vStackPredictedPositions[MAX_ROPE_SEGMENTS]; + + for ( int iRenderCache = 0; iRenderCache < nRenderCacheCount; ++iRenderCache ) + { + int nCacheCount = pRenderCache[iRenderCache].m_nCacheCount; + + if ( nCacheCount == 0 ) + continue; + + ResetSegmentCache( nCacheCount ); + + for ( int iCache = 0; iCache < nCacheCount; ++iCache ) + { + C_RopeKeyframe *pRope = pRenderCache[iRenderCache].m_aCache[iCache]; + if ( pRope ) + { + RopeSegData_t *pRopeSegment = GetNextSegmentFromCache(); + + if( pBuildRopeQueuedData ) + { + pRope->BuildRope( pRopeSegment, vCurrentViewForward, vCurrentViewOrigin, pBuildRopeQueuedData, true ); + ++pBuildRopeQueuedData; + } + else + { + //to unify the BuildRope code, emulate the queued data + stackQueuedData.m_iNodeCount = pRope->m_RopePhysics.NumNodes(); + stackQueuedData.m_pLightValues = pRope->m_LightValues; + stackQueuedData.m_vColorMod = pRope->m_vColorMod; + stackQueuedData.m_pPredictedPositions = vStackPredictedPositions; + stackQueuedData.m_RopeLength = pRope->m_RopeLength; + stackQueuedData.m_Slack = pRope->m_Slack; + + for( int i = 0; i != stackQueuedData.m_iNodeCount; ++i ) + { + vStackPredictedPositions[i] = pRope->m_RopePhysics.GetNode( i )->m_vPredicted; + } + + pRope->BuildRope( pRopeSegment, vCurrentViewForward, vCurrentViewOrigin, &stackQueuedData, false ); + } + } + else + { + if( pBuildRopeQueuedData ) + { + //we should only be here if a rope was in the queue and then deleted. We still have it's relevant data (and need to skip over it). + ++pBuildRopeQueuedData; + } + } + } + + if ( materials->GetRenderContext()->GetCallQueue() != NULL && pBuildRopeQueuedData == NULL ) + { + // We build ropes outside of queued mode for holidy lights + // But we don't want to render them + continue; + } + + int nVertCount = 0; + int nIndexCount = 0; + for ( int iSegmentCache = 0; iSegmentCache < m_nSegmentCacheCount; ++iSegmentCache ) + { + nVertCount += ( m_aSegmentCache[iSegmentCache].m_nSegmentCount * 2 ); + nIndexCount += ( ( m_aSegmentCache[iSegmentCache].m_nSegmentCount - 1 ) * 6 ); + } + + // Render the non-solid portion of the ropes. + bool bRenderNonSolid = !bShadowDepth && ShouldUseFakeAA( pRenderCache[iRenderCache].m_pBackMaterial ); + if ( bRenderNonSolid ) + { + RenderNonSolidRopes( pRenderContext, pRenderCache[iRenderCache].m_pBackMaterial, nVertCount, nIndexCount ); + } + + // Render the solid portion of the ropes. + if ( rope_rendersolid.GetInt() ) + { + if ( bShadowDepth ) + RenderSolidRopes( pRenderContext, m_pDepthWriteMaterial, nVertCount, nIndexCount, bRenderNonSolid ); + else + RenderSolidRopes( pRenderContext, pRenderCache[iRenderCache].m_pSolidMaterial, nVertCount, nIndexCount, bRenderNonSolid ); + } + } + ResetSegmentCache( 0 ); + + if( pBuildRopeQueuedData && (m_RopeQueuedRenderCaches.Count() != 0) ) + { + m_RopeQueuedRenderCaches.Remove( m_RopeQueuedRenderCaches.Head() ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CRopeManager::DrawRenderCache( bool bShadowDepth ) +{ + int iRenderCacheCount = m_aRenderCache.Count(); + + if( iRenderCacheCount == 0 ) + return; + + Vector vForward = CurrentViewForward(); + Vector vOrigin = CurrentViewOrigin(); + + ICallQueue *pCallQueue; + if( r_queued_ropes.GetBool() && (pCallQueue = materials->GetRenderContext()->GetCallQueue()) != NULL ) + { + //material queue available and desired + CRopeManager::RopeRenderData_t *pRenderCache = m_aRenderCache.Base(); + AUTO_LOCK( m_RenderCacheMutex ); + + int iRopeCount = 0; + int iNodeCount = 0; + for( int i = 0; i != iRenderCacheCount; ++i ) + { + CRopeManager::RopeRenderData_t *pCache = &pRenderCache[i]; + int iCacheCount = pCache->m_nCacheCount; + iRopeCount += iCacheCount; + for( int j = 0; j != iCacheCount; ++j ) + { + C_RopeKeyframe *pRope = pCache->m_aCache[j]; + if( pRope ) + iNodeCount += pRope->m_RopePhysics.NumNodes(); + else + --iRopeCount; + } + } + + if( iRopeCount == 0 ) + return; //nothing to draw + + size_t iMemoryNeeded = (iRenderCacheCount * sizeof(CRopeManager::RopeRenderData_t)) + + (iRopeCount * sizeof(C_RopeKeyframe::BuildRopeQueuedData_t)) + + (iNodeCount * (sizeof(Vector) * 2)); + + void *pMemory = m_QueuedModeMemory.Alloc( iMemoryNeeded ); + + CRopeManager::RopeRenderData_t *pRenderCachesStart = (CRopeManager::RopeRenderData_t *)pMemory; + C_RopeKeyframe::BuildRopeQueuedData_t *pBuildRopeQueuedDataStart = (C_RopeKeyframe::BuildRopeQueuedData_t *)(pRenderCachesStart + iRenderCacheCount); + Vector *pVectorDataStart = (Vector *)(pBuildRopeQueuedDataStart + iRopeCount); + + //memcpy( pRenderCachesStart, m_aRenderCache.Base(), iRenderCacheCount * sizeof( CRopeManager::RopeRenderData_t ) ); + + RopeQueuedRenderCache_t cache; + cache.pCaches = pRenderCachesStart; + cache.iCacheCount = iRenderCacheCount; + m_RopeQueuedRenderCaches.AddToTail( cache ); + + C_RopeKeyframe::BuildRopeQueuedData_t *pWriteRopeQueuedData = pBuildRopeQueuedDataStart; + Vector *pVectorWrite = (Vector *)pVectorDataStart; + + //Setup the rest of our data. This writes to two separate areas of memory at the same time. One area for the C_RopeKeyframe::BuildRopeQueuedData_t array, the other for mini-arrays of vector data + for( int i = 0; i != iRenderCacheCount; ++i ) + { + CRopeManager::RopeRenderData_t *pReadCache = &pRenderCache[i]; + CRopeManager::RopeRenderData_t *pWriteCache = &pRenderCachesStart[i]; + int iCacheCount = pReadCache->m_nCacheCount; + pWriteCache->m_nCacheCount = 0; + pWriteCache->m_pSolidMaterial = pReadCache->m_pSolidMaterial; + pWriteCache->m_pBackMaterial = pReadCache->m_pBackMaterial; + for( int j = 0; j != iCacheCount; ++j ) + { + C_RopeKeyframe *pRope = pReadCache->m_aCache[j]; + if( pRope == NULL ) + continue; + + pWriteCache->m_aCache[pWriteCache->m_nCacheCount] = pRope; + ++pWriteCache->m_nCacheCount; + + int iNodes = pRope->m_RopePhysics.NumNodes(); + + //setup the C_RopeKeyframe::BuildRopeQueuedData_t struct + pWriteRopeQueuedData->m_iNodeCount = pRope->m_RopePhysics.NumNodes(); + pWriteRopeQueuedData->m_vColorMod = pRope->m_vColorMod; + pWriteRopeQueuedData->m_RopeLength = pRope->m_RopeLength; + pWriteRopeQueuedData->m_Slack = pRope->m_Slack; + pWriteRopeQueuedData->m_pPredictedPositions = pVectorWrite; + pWriteRopeQueuedData->m_pLightValues = pVectorWrite + iNodes; + ++pWriteRopeQueuedData; + + //make two arrays, one of predicted positions followed immediately by light values + for( int k = 0; k != iNodes; ++k ) + { + pVectorWrite[0] = pRope->m_RopePhysics.GetNode( k )->m_vPredicted; + pVectorWrite[iNodes] = pRope->m_LightValues[k]; + ++pVectorWrite; + } + pVectorWrite += iNodes; //so we don't overwrite the light values with the next rope's predicted positions + } + } + Assert( ((void *)pVectorWrite == (void *)(((uint8 *)pMemory) + iMemoryNeeded)) && ((void *)pWriteRopeQueuedData == (void *)pVectorDataStart)); + pCallQueue->QueueCall( this, &CRopeManager::DrawRenderCache_NonQueued, bShadowDepth, pRenderCachesStart, iRenderCacheCount, vForward, vOrigin, pBuildRopeQueuedDataStart ); + + if ( IsHolidayLightMode() ) + { + // With holiday lights we need to also build the ropes non-queued without rendering them + DrawRenderCache_NonQueued( bShadowDepth, m_aRenderCache.Base(), iRenderCacheCount, vForward, vOrigin, NULL ); + } + } + else + { + DrawRenderCache_NonQueued( bShadowDepth, m_aRenderCache.Base(), iRenderCacheCount, vForward, vOrigin, NULL ); + } +} + +bool CRopeManager::IsHolidayLightMode( void ) +{ + if ( !r_ropes_holiday_lights_allowed.GetBool() ) + { + return false; + } + + bool bDrawHolidayLights = false; + +#ifdef USES_ECON_ITEMS + if ( !m_bHolidayInitialized && GameRules() ) + { + m_bHolidayInitialized = true; + m_bDrawHolidayLights = GameRules()->IsHolidayActive( kHoliday_Christmas ); + } + + bDrawHolidayLights = m_bDrawHolidayLights; + m_nHolidayLightsStyle = 0; + +#ifdef TF_CLIENT_DLL + // Turn them on in Pyro-vision too + if ( IsLocalPlayerUsingVisionFilterFlags( TF_VISION_FILTER_PYRO ) ) + { + bDrawHolidayLights = true; + m_nHolidayLightsStyle = 1; + } +#endif // TF_CLIENT_DLL + +#endif // USES_ECON_ITEMS + + return bDrawHolidayLights; +} + +int CRopeManager::GetHolidayLightStyle( void ) +{ + return m_nHolidayLightsStyle; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CRopeManager::RenderNonSolidRopes( IMatRenderContext *pRenderContext, IMaterial *pMaterial, int nVertCount, int nIndexCount ) +{ + // Render the solid portion of the ropes. + CMeshBuilder meshBuilder; + IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial ); + meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nVertCount, nIndexCount ); + + CBeamSegDraw beamSegment; + + int nVerts = 0; + for ( int iSegmentCache = 0; iSegmentCache < m_nSegmentCacheCount; ++iSegmentCache ) + { + int nSegmentCount = m_aSegmentCache[iSegmentCache].m_nSegmentCount; + beamSegment.Start( pRenderContext, nSegmentCount, pMaterial, &meshBuilder, nVerts ); + for ( int iSegment = 0; iSegment < nSegmentCount; ++iSegment ) + { + beamSegment.NextSeg( &m_aSegmentCache[iSegmentCache].m_Segments[iSegment] ); + } + beamSegment.End(); + nVerts += ( m_aSegmentCache[iSegmentCache].m_nSegmentCount * 2 ); + } + + meshBuilder.End(); + pMesh->Draw(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CRopeManager::RenderSolidRopes( IMatRenderContext *pRenderContext, IMaterial *pMaterial, int nVertCount, int nIndexCount, bool bRenderNonSolid ) +{ + // Render the solid portion of the ropes. + CMeshBuilder meshBuilder; + IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial ); + meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nVertCount, nIndexCount ); + + CBeamSegDraw beamSegment; + + if ( bRenderNonSolid ) + { + int nVerts = 0; + for ( int iSegmentCache = 0; iSegmentCache < m_nSegmentCacheCount; ++iSegmentCache ) + { + RopeSegData_t *pSegData = &m_aSegmentCache[iSegmentCache]; + + // If it's all going to be 0 alpha, then just skip drawing this one. + if ( rope_solid_minalpha.GetFloat() == 0.0 && pSegData->m_flMaxBackWidth <= rope_solid_minwidth.GetFloat() ) + continue; + + int nSegmentCount = m_aSegmentCache[iSegmentCache].m_nSegmentCount; + beamSegment.Start( pRenderContext, nSegmentCount, pMaterial, &meshBuilder, nVerts ); + for ( int iSegment = 0; iSegment < nSegmentCount; ++iSegment ) + { + BeamSeg_t *pSeg = &m_aSegmentCache[iSegmentCache].m_Segments[iSegment]; + pSeg->m_flWidth = m_aSegmentCache[iSegmentCache].m_BackWidths[iSegment]; + + // To avoid aliasing, the "solid" version of the rope on xbox is just "more solid", + // and it has its own values controlling its alpha. + pSeg->m_flAlpha = RemapVal( pSeg->m_flWidth, + rope_solid_minwidth.GetFloat(), + rope_solid_maxwidth.GetFloat(), + rope_solid_minalpha.GetFloat(), + rope_solid_maxalpha.GetFloat() ); + + pSeg->m_flAlpha = clamp( pSeg->m_flAlpha, 0.0f, 1.0f ); + + beamSegment.NextSeg( &m_aSegmentCache[iSegmentCache].m_Segments[iSegment] ); + } + beamSegment.End(); + nVerts += ( m_aSegmentCache[iSegmentCache].m_nSegmentCount * 2 ); + } + } + else + { + int nVerts = 0; + for ( int iSegmentCache = 0; iSegmentCache < m_nSegmentCacheCount; ++iSegmentCache ) + { + int nSegmentCount = m_aSegmentCache[iSegmentCache].m_nSegmentCount; + beamSegment.Start( pRenderContext, nSegmentCount, pMaterial, &meshBuilder, nVerts ); + for ( int iSegment = 0; iSegment < nSegmentCount; ++iSegment ) + { + beamSegment.NextSeg( &m_aSegmentCache[iSegmentCache].m_Segments[iSegment] ); + } + beamSegment.End(); + nVerts += ( m_aSegmentCache[iSegmentCache].m_nSegmentCount * 2 ); + } + } + + meshBuilder.End(); + pMesh->Draw(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CRopeManager::ResetSegmentCache( int nMaxSegments ) +{ + MEM_ALLOC_CREDIT(); + m_nSegmentCacheCount = 0; + if ( nMaxSegments ) + m_aSegmentCache.EnsureCount( nMaxSegments ); + else + m_aSegmentCache.Purge(); + +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +RopeSegData_t *CRopeManager::GetNextSegmentFromCache( void ) +{ + if ( m_nSegmentCacheCount >= m_aSegmentCache.Count() ) + { + Warning( "CRopeManager::GetNextSegmentFromCache too many segments for cache!\n" ); + return NULL; + } + + ++m_nSegmentCacheCount; + return &m_aSegmentCache[m_nSegmentCacheCount-1]; +} + + + +void CRopeManager::RemoveRopeFromQueuedRenderCaches( C_RopeKeyframe *pRope ) +{ + //remove this rope from queued render caches + AUTO_LOCK( m_RenderCacheMutex ); + int index = m_RopeQueuedRenderCaches.Head(); + while( m_RopeQueuedRenderCaches.IsValidIndex( index ) ) + { + RopeQueuedRenderCache_t &RenderCacheData = m_RopeQueuedRenderCaches[index]; + for( int i = 0; i != RenderCacheData.iCacheCount; ++i ) + { + RopeRenderData_t *pCache = &RenderCacheData.pCaches[i]; + for( int j = 0; j != pCache->m_nCacheCount; ++j ) + { + if( pCache->m_aCache[j] == pRope ) + { + pCache->m_aCache[j] = NULL; + } + } + } + + index = m_RopeQueuedRenderCaches.Next( index ); + } +} + +//============================================================================= + +// ------------------------------------------------------------------------------------ // +// Global functions. +// ------------------------------------------------------------------------------------ // + +void Rope_ResetCounters() +{ + g_RopeCollideTicks.Init(); + g_RopeDrawTicks.Init(); + g_RopeSimulateTicks.Init(); + g_nRopePointsSimulated = 0; +} + + +// ------------------------------------------------------------------------------------ // +// This handles the rope shake command. +// ------------------------------------------------------------------------------------ // + +void ShakeRopesCallback( const CEffectData &data ) +{ + Vector vCenter = data.m_vOrigin; + float flRadius = data.m_flRadius; + float flMagnitude = data.m_flMagnitude; + + // Now find any nearby ropes and shake them. + FOR_EACH_LL( g_Ropes, i ) + { + C_RopeKeyframe *pRope = g_Ropes[i]; + + pRope->ShakeRope( vCenter, flRadius, flMagnitude ); + } +} + +DECLARE_CLIENT_EFFECT( "ShakeRopes", ShakeRopesCallback ); + + + + +// ------------------------------------------------------------------------------------ // +// C_RopeKeyframe::CPhysicsDelegate +// ------------------------------------------------------------------------------------ // +#define WIND_FORCE_FACTOR 10 + +void C_RopeKeyframe::CPhysicsDelegate::GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel ) +{ + // Gravity. + if ( !( m_pKeyframe->GetRopeFlags() & ROPE_NO_GRAVITY ) ) + { + pAccel->Init( ROPE_GRAVITY ); + } + + if( !m_pKeyframe->m_LinksTouchingSomething[iNode] && m_pKeyframe->m_bApplyWind) + { + Vector vecWindVel; + GetWindspeedAtTime(gpGlobals->curtime, vecWindVel); + if ( vecWindVel.LengthSqr() > 0 ) + { + Vector vecWindAccel; + VectorMA( *pAccel, WIND_FORCE_FACTOR, vecWindVel, *pAccel ); + } + else + { + if (m_pKeyframe->m_flCurrentGustTimer < m_pKeyframe->m_flCurrentGustLifetime ) + { + float div = m_pKeyframe->m_flCurrentGustTimer / m_pKeyframe->m_flCurrentGustLifetime; + float scale = 1 - cos( div * M_PI ); + + *pAccel += m_pKeyframe->m_vWindDir * scale; + } + } + } + + // HACK.. shake the rope around. + static float scale=15000; + if( rope_shake.GetInt() ) + { + *pAccel += RandomVector( -scale, scale ); + } + + // Apply any instananeous forces and reset + *pAccel += ROPE_IMPULSE_SCALE * m_pKeyframe->m_flImpulse; + m_pKeyframe->m_flImpulse *= ROPE_IMPULSE_DECAY; +} + + +void LockNodeDirection( + CSimplePhysics::CNode *pNodes, + int parity, + int nFalloffNodes, + float flLockAmount, + float flLockFalloff, + const Vector &vIdealDir ) +{ + for ( int i=0; i < nFalloffNodes; i++ ) + { + Vector &v0 = pNodes[i*parity].m_vPos; + Vector &v1 = pNodes[(i+1)*parity].m_vPos; + + Vector vDir = v1 - v0; + float len = vDir.Length(); + if ( len > 0.0001f ) + { + vDir /= len; + + Vector vActual; + VectorLerp( vDir, vIdealDir, flLockAmount, vActual ); + v1 = v0 + vActual * len; + + flLockAmount *= flLockFalloff; + } + } +} + + +void C_RopeKeyframe::CPhysicsDelegate::ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes ) +{ + VPROF( "CPhysicsDelegate::ApplyConstraints" ); + + CTraceFilterWorldOnly traceFilter; + + // Collide with the world. + if( ((m_pKeyframe->m_RopeFlags & ROPE_COLLIDE) && + rope_collide.GetInt()) || + (rope_collide.GetInt() == 2) ) + { + CTimeAdder adder( &g_RopeCollideTicks ); + + for( int i=0; i < nNodes; i++ ) + { + CSimplePhysics::CNode *pNode = &pNodes[i]; + + int iIteration; + int nIterations = 10; + for( iIteration=0; iIteration < nIterations; iIteration++ ) + { + trace_t trace; + UTIL_TraceHull( pNode->m_vPrevPos, pNode->m_vPos, + Vector(-2,-2,-2), Vector(2,2,2), MASK_SOLID_BRUSHONLY, &traceFilter, &trace ); + + if( trace.fraction == 1 ) + break; + + if( trace.fraction == 0 || trace.allsolid || trace.startsolid ) + { + m_pKeyframe->m_LinksTouchingSomething[i] = true; + pNode->m_vPos = pNode->m_vPrevPos; + break; + } + + // Apply some friction. + static float flSlowFactor = 0.3f; + pNode->m_vPos -= (pNode->m_vPos - pNode->m_vPrevPos) * flSlowFactor; + + // Move it out along the face normal. + float distBehind = trace.plane.normal.Dot( pNode->m_vPos ) - trace.plane.dist; + pNode->m_vPos += trace.plane.normal * (-distBehind + 2.2); + m_pKeyframe->m_LinksTouchingSomething[i] = true; + } + + if( iIteration == nIterations ) + pNodes[i].m_vPos = pNodes[i].m_vPrevPos; + } + } + + // Lock the endpoints. + QAngle angles; + if( m_pKeyframe->m_fLockedPoints & ROPE_LOCK_START_POINT ) + { + m_pKeyframe->GetEndPointAttachment( 0, pNodes[0].m_vPos, angles ); + if (( m_pKeyframe->m_fLockedPoints & ROPE_LOCK_START_DIRECTION ) && (nNodes > 3)) + { + Vector forward; + AngleVectors( angles, &forward ); + + int parity = 1; + int nFalloffNodes = MIN( 2, nNodes - 2 ); + LockNodeDirection( pNodes, parity, nFalloffNodes, g_flLockAmount, g_flLockFalloff, forward ); + } + } + + if( m_pKeyframe->m_fLockedPoints & ROPE_LOCK_END_POINT ) + { + m_pKeyframe->GetEndPointAttachment( 1, pNodes[nNodes-1].m_vPos, angles ); + if( m_pKeyframe->m_fLockedPoints & ROPE_LOCK_END_DIRECTION && (nNodes > 3)) + { + Vector forward; + AngleVectors( angles, &forward ); + + int parity = -1; + int nFalloffNodes = MIN( 2, nNodes - 2 ); + LockNodeDirection( &pNodes[nNodes-1], parity, nFalloffNodes, g_flLockAmount, g_flLockFalloff, forward ); + } + } +} + + +// ------------------------------------------------------------------------------------ // +// C_RopeKeyframe +// ------------------------------------------------------------------------------------ // + +C_RopeKeyframe::C_RopeKeyframe() +{ + m_bEndPointAttachmentPositionsDirty = true; + m_bEndPointAttachmentAnglesDirty = true; + m_PhysicsDelegate.m_pKeyframe = this; + m_pMaterial = NULL; + m_bPhysicsInitted = false; + m_RopeFlags = 0; + m_TextureHeight = 1; + m_hStartPoint = m_hEndPoint = NULL; + m_iStartAttachment = m_iEndAttachment = 0; + m_vColorMod.Init( 1, 1, 1 ); + m_nLinksTouchingSomething = 0; + m_Subdiv = 255; // default to using the cvar + + m_fLockedPoints = 0; + m_fPrevLockedPoints = 0; + + m_iForcePointMoveCounter = 0; + m_flCurScroll = m_flScrollSpeed = 0; + m_TextureScale = 4; // 4:1 + m_flImpulse.Init(); + + g_Ropes.AddToTail( this ); +} + + +C_RopeKeyframe::~C_RopeKeyframe() +{ + s_RopeManager.RemoveRopeFromQueuedRenderCaches( this ); + g_Ropes.FindAndRemove( this ); + + if ( m_pBackMaterial ) + { + m_pBackMaterial->DecrementReferenceCount(); + m_pBackMaterial = NULL; + } +} + + +C_RopeKeyframe* C_RopeKeyframe::Create( + C_BaseEntity *pStartEnt, + C_BaseEntity *pEndEnt, + int iStartAttachment, + int iEndAttachment, + float ropeWidth, + const char *pMaterialName, + int numSegments, + int ropeFlags + ) +{ + C_RopeKeyframe *pRope = new C_RopeKeyframe; + + pRope->InitializeAsClientEntity( NULL, RENDER_GROUP_OPAQUE_ENTITY ); + + if ( pStartEnt ) + { + pRope->m_hStartPoint = pStartEnt; + pRope->m_fLockedPoints |= ROPE_LOCK_START_POINT; + } + + if ( pEndEnt ) + { + pRope->m_hEndPoint = pEndEnt; + pRope->m_fLockedPoints |= ROPE_LOCK_END_POINT; + } + + pRope->m_iStartAttachment = iStartAttachment; + pRope->m_iEndAttachment = iEndAttachment; + pRope->m_Width = ropeWidth; + pRope->m_nSegments = clamp( numSegments, 2, ROPE_MAX_SEGMENTS ); + pRope->m_RopeFlags = ropeFlags; + + pRope->FinishInit( pMaterialName ); + return pRope; +} + + +C_RopeKeyframe* C_RopeKeyframe::CreateFromKeyValues( C_BaseAnimating *pEnt, KeyValues *pValues ) +{ + C_RopeKeyframe *pRope = C_RopeKeyframe::Create( + pEnt, + pEnt, + pEnt->LookupAttachment( pValues->GetString( "StartAttachment" ) ), + pEnt->LookupAttachment( pValues->GetString( "EndAttachment" ) ), + pValues->GetFloat( "Width", 0.5 ), + pValues->GetString( "Material" ), + pValues->GetInt( "NumSegments" ), + 0 ); + + if ( pRope ) + { + if ( pValues->GetInt( "Gravity", 1 ) == 0 ) + { + pRope->m_RopeFlags |= ROPE_NO_GRAVITY; + } + + pRope->m_RopeLength = pValues->GetInt( "Length" ); + pRope->m_TextureScale = pValues->GetFloat( "TextureScale", pRope->m_TextureScale ); + pRope->m_Slack = 0; + pRope->m_RopeFlags |= ROPE_SIMULATE; + } + + return pRope; +} + + +int C_RopeKeyframe::GetRopesIntersectingAABB( C_RopeKeyframe **pRopes, int nMaxRopes, const Vector &vAbsMin, const Vector &vAbsMax ) +{ + if ( nMaxRopes == 0 ) + return 0; + + int nRopes = 0; + FOR_EACH_LL( g_Ropes, i ) + { + C_RopeKeyframe *pRope = g_Ropes[i]; + + Vector v1, v2; + if ( pRope->GetEndPointPos( 0, v1 ) && pRope->GetEndPointPos( 1, v2 ) ) + { + if ( IsBoxIntersectingRay( v1, v2-v1, vAbsMin, vAbsMax, 0.1f ) ) + { + pRopes[nRopes++] = pRope; + if ( nRopes == nMaxRopes ) + break; + } + } + } + + return nRopes; +} + + +void C_RopeKeyframe::SetSlack( int slack ) +{ + m_Slack = slack; + RecomputeSprings(); +} + + +void C_RopeKeyframe::SetRopeFlags( int flags ) +{ + m_RopeFlags = flags; + UpdateVisibility(); +} + + +int C_RopeKeyframe::GetRopeFlags() const +{ + return m_RopeFlags; +} + + +void C_RopeKeyframe::SetupHangDistance( float flHangDist ) +{ + C_BaseEntity *pEnt1 = m_hStartPoint; + C_BaseEntity *pEnt2 = m_hEndPoint; + if ( !pEnt1 || !pEnt2 ) + return; + + QAngle dummyAngles; + + // Calculate starting conditions so we can force it to hang down N inches. + Vector v1 = pEnt1->GetAbsOrigin(); + pEnt1->GetAttachment( m_iStartAttachment, v1, dummyAngles ); + + Vector v2 = pEnt2->GetAbsOrigin(); + pEnt2->GetAttachment( m_iEndAttachment, v2, dummyAngles ); + + float flSlack, flLen; + CalcRopeStartingConditions( v1, v2, ROPE_MAX_SEGMENTS, flHangDist, &flLen, &flSlack ); + + m_RopeLength = (int)flLen; + m_Slack = (int)flSlack; + + RecomputeSprings(); +} + + +void C_RopeKeyframe::SetStartEntity( C_BaseEntity *pEnt ) +{ + m_hStartPoint = pEnt; +} + + +void C_RopeKeyframe::SetEndEntity( C_BaseEntity *pEnt ) +{ + m_hEndPoint = pEnt; +} + + +C_BaseEntity* C_RopeKeyframe::GetStartEntity() const +{ + return m_hStartPoint; +} + + +C_BaseEntity* C_RopeKeyframe::GetEndEntity() const +{ + return m_hEndPoint; +} + + +CSimplePhysics::IHelper* C_RopeKeyframe::HookPhysics( CSimplePhysics::IHelper *pHook ) +{ + m_RopePhysics.SetDelegate( pHook ); + return &m_PhysicsDelegate; +} + + +void C_RopeKeyframe::SetColorMod( const Vector &vColorMod ) +{ + m_vColorMod = vColorMod; +} + + +void C_RopeKeyframe::RecomputeSprings() +{ + m_RopePhysics.ResetSpringLength( + (m_RopeLength + m_Slack + ROPESLACK_FUDGEFACTOR) / (m_RopePhysics.NumNodes() - 1) ); +} + + +void C_RopeKeyframe::ShakeRope( const Vector &vCenter, float flRadius, float flMagnitude ) +{ + // Sum up whatever it would apply to all of our points. + for ( int i=0; i < m_nSegments; i++ ) + { + CSimplePhysics::CNode *pNode = m_RopePhysics.GetNode( i ); + + float flDist = (pNode->m_vPos - vCenter).Length(); + + float flShakeAmount = 1.0f - flDist / flRadius; + if ( flShakeAmount >= 0 ) + { + m_flImpulse.z += flShakeAmount * flMagnitude; + } + } +} + + +void C_RopeKeyframe::OnDataChanged( DataUpdateType_t updateType ) +{ + BaseClass::OnDataChanged( updateType ); + + m_bNewDataThisFrame = true; + + if( updateType != DATA_UPDATE_CREATED ) + return; + + // Figure out the material name. + char str[512]; + const model_t *pModel = modelinfo->GetModel( m_iRopeMaterialModelIndex ); + if ( pModel ) + { + Q_strncpy( str, modelinfo->GetModelName( pModel ), sizeof( str ) ); + + // Get rid of the extension because the material system doesn't want it. + char *pExt = Q_stristr( str, ".vmt" ); + if ( pExt ) + pExt[0] = 0; + } + else + { + Q_strncpy( str, "asdf", sizeof( str ) ); + } + + FinishInit( str ); +} + + +void C_RopeKeyframe::FinishInit( const char *pMaterialName ) +{ + // Get the material from the material system. + m_pMaterial = materials->FindMaterial( pMaterialName, TEXTURE_GROUP_OTHER ); + if( m_pMaterial ) + m_TextureHeight = m_pMaterial->GetMappingHeight(); + else + m_TextureHeight = 1; + + char backName[512]; + Q_snprintf( backName, sizeof( backName ), "%s_back", pMaterialName ); + + m_pBackMaterial = materials->FindMaterial( backName, TEXTURE_GROUP_OTHER, false ); + if ( IsErrorMaterial( m_pBackMaterial ) ) + m_pBackMaterial = NULL; + + if ( m_pBackMaterial ) + { + m_pBackMaterial->IncrementReferenceCount(); + m_pBackMaterial->GetMappingWidth(); + } + + // Init rope physics. + m_nSegments = clamp( m_nSegments, 2, ROPE_MAX_SEGMENTS ); + m_RopePhysics.SetNumNodes( m_nSegments ); + + SetCollisionBounds( Vector( -10, -10, -10 ), Vector( 10, 10, 10 ) ); + + // We want to think every frame. + SetNextClientThink( CLIENT_THINK_ALWAYS ); +} + +void C_RopeKeyframe::RunRopeSimulation( float flSeconds ) +{ + // First, forget about links touching things. + for ( int i=0; i < m_nSegments; i++ ) + m_LinksTouchingSomething[i] = false; + + // Simulate, and it will mark which links touched things. + m_RopePhysics.Simulate( flSeconds ); + + // Now count how many links touched something. + m_nLinksTouchingSomething = 0; + for ( int i=0; i < m_nSegments; i++ ) + { + if ( m_LinksTouchingSomething[i] ) + ++m_nLinksTouchingSomething; + } +} + +Vector C_RopeKeyframe::ConstrainNode( const Vector &vNormal, const Vector &vNodePosition, const Vector &vMidpiont, float fNormalLength ) +{ + // Get triangle edges formed + Vector vMidpointToNode = vNodePosition - vMidpiont; + Vector vMidpointToNodeProjected = vMidpointToNode.Dot( vNormal ) * vNormal; + float fMidpointToNodeLengh = VectorNormalize( vMidpointToNode ); + float fMidpointToNodeProjectedLengh = VectorNormalize( vMidpointToNodeProjected ); + + // See if it's past an endpoint + if ( fMidpointToNodeProjectedLengh < fNormalLength + 1.0f ) + return vNodePosition; + + // Apply the ratio between the triangles + return vMidpiont + vMidpointToNode * fMidpointToNodeLengh * ( fNormalLength / fMidpointToNodeProjectedLengh ); +} + +void C_RopeKeyframe::ConstrainNodesBetweenEndpoints( void ) +{ + if ( !m_bConstrainBetweenEndpoints ) + return; + + // Get midpoint and normals + Vector vMidpiont = ( m_vCachedEndPointAttachmentPos[ 0 ] + m_vCachedEndPointAttachmentPos[ 1 ] ) / 2.0f; + Vector vNormal = vMidpiont - m_vCachedEndPointAttachmentPos[ 0 ]; + float fNormalLength = VectorNormalize( vNormal ); + + // Loop through all the middle segments and ensure their positions are constrained between the endpoints + for ( int i = 1; i < m_RopePhysics.NumNodes() - 1; ++i ) + { + // Fix the current position + m_RopePhysics.GetNode( i )->m_vPos = ConstrainNode( vNormal, m_RopePhysics.GetNode( i )->m_vPos, vMidpiont, fNormalLength ); + + // Fix the predicted position + m_RopePhysics.GetNode( i )->m_vPredicted = ConstrainNode( vNormal, m_RopePhysics.GetNode( i )->m_vPredicted, vMidpiont, fNormalLength ); + } +} + +void C_RopeKeyframe::ClientThink() +{ + // Only recalculate the endpoint attachments once per frame. + m_bEndPointAttachmentPositionsDirty = true; + m_bEndPointAttachmentAnglesDirty = true; + + if( !r_drawropes.GetBool() ) + return; + + if( !InitRopePhysics() ) // init if not already + return; + + if( !DetectRestingState( m_bApplyWind ) ) + { + // Update the simulation. + CTimeAdder adder( &g_RopeSimulateTicks ); + + RunRopeSimulation( gpGlobals->frametime ); + + g_nRopePointsSimulated += m_RopePhysics.NumNodes(); + + m_bNewDataThisFrame = false; + + // Setup a new wind gust? + m_flCurrentGustTimer += gpGlobals->frametime; + m_flTimeToNextGust -= gpGlobals->frametime; + if( m_flTimeToNextGust <= 0 ) + { + m_vWindDir = RandomVector( -1, 1 ); + VectorNormalize( m_vWindDir ); + + static float basicScale = 50; + m_vWindDir *= basicScale; + m_vWindDir *= RandomFloat( -1.0f, 1.0f ); + + m_flCurrentGustTimer = 0; + m_flCurrentGustLifetime = RandomFloat( 2.0f, 3.0f ); + + m_flTimeToNextGust = RandomFloat( 3.0f, 4.0f ); + } + + UpdateBBox(); + } +} + + +int C_RopeKeyframe::DrawModel( int flags ) +{ + VPROF_BUDGET( "C_RopeKeyframe::DrawModel", VPROF_BUDGETGROUP_ROPES ); + if( !InitRopePhysics() ) + return 0; + + if ( !m_bReadyToDraw ) + return 0; + + // Resize the rope + if( m_RopeFlags & ROPE_RESIZE ) + { + RecomputeSprings(); + } + + // If our start & end entities have models, but are nodraw, then we don't draw + if ( m_hStartPoint && m_hStartPoint->IsDormant() && m_hEndPoint && m_hEndPoint->IsDormant() ) + { + // Check models because rope endpoints are point entities + if ( m_hStartPoint->GetModelIndex() && m_hEndPoint->GetModelIndex() ) + return 0; + } + + ConstrainNodesBetweenEndpoints(); + + RopeManager()->AddToRenderCache( this ); + return 1; +} + +bool C_RopeKeyframe::ShouldDraw() +{ + if( !r_ropetranslucent.GetBool() ) + return false; + + if( !(m_RopeFlags & ROPE_SIMULATE) ) + return false; + + return true; +} + +const Vector& C_RopeKeyframe::WorldSpaceCenter( ) const +{ + return GetAbsOrigin(); +} + +bool C_RopeKeyframe::GetAttachment( int number, matrix3x4_t &matrix ) +{ + int nNodes = m_RopePhysics.NumNodes(); + if ( (number != ROPE_ATTACHMENT_START_POINT && number != ROPE_ATTACHMENT_END_POINT) || nNodes < 2 ) + return false; + + // Now setup the orientation based on the last segment. + Vector vForward, origin; + if ( number == ROPE_ATTACHMENT_START_POINT ) + { + origin = m_RopePhysics.GetNode( 0 )->m_vPredicted; + vForward = m_RopePhysics.GetNode( 0 )->m_vPredicted - m_RopePhysics.GetNode( 1 )->m_vPredicted; + } + else + { + origin = m_RopePhysics.GetNode( nNodes-1 )->m_vPredicted; + vForward = m_RopePhysics.GetNode( nNodes-1 )->m_vPredicted - m_RopePhysics.GetNode( nNodes-2 )->m_vPredicted; + } + VectorMatrix( vForward, matrix ); + PositionMatrix( origin, matrix ); + return true; +} + +bool C_RopeKeyframe::GetAttachment( int number, Vector &origin ) +{ + int nNodes = m_RopePhysics.NumNodes(); + if ( (number != ROPE_ATTACHMENT_START_POINT && number != ROPE_ATTACHMENT_END_POINT) || nNodes < 2 ) + return false; + + // Now setup the orientation based on the last segment. + if ( number == ROPE_ATTACHMENT_START_POINT ) + { + origin = m_RopePhysics.GetNode( 0 )->m_vPredicted; + } + else + { + origin = m_RopePhysics.GetNode( nNodes-1 )->m_vPredicted; + } + return true; +} + +bool C_RopeKeyframe::GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel ) +{ + Assert(0); + return false; +} + +bool C_RopeKeyframe::GetAttachment( int number, Vector &origin, QAngle &angles ) +{ + int nNodes = m_RopePhysics.NumNodes(); + if ( (number == ROPE_ATTACHMENT_START_POINT || number == ROPE_ATTACHMENT_END_POINT) && nNodes >= 2 ) + { + // Now setup the orientation based on the last segment. + Vector vForward; + if ( number == ROPE_ATTACHMENT_START_POINT ) + { + origin = m_RopePhysics.GetNode( 0 )->m_vPredicted; + vForward = m_RopePhysics.GetNode( 0 )->m_vPredicted - m_RopePhysics.GetNode( 1 )->m_vPredicted; + } + else + { + origin = m_RopePhysics.GetNode( nNodes-1 )->m_vPredicted; + vForward = m_RopePhysics.GetNode( nNodes-1 )->m_vPredicted - m_RopePhysics.GetNode( nNodes-2 )->m_vPredicted; + } + VectorAngles( vForward, angles ); + + return true; + } + + return false; +} + +bool C_RopeKeyframe::AnyPointsMoved() +{ + for( int i=0; i < m_RopePhysics.NumNodes(); i++ ) + { + CSimplePhysics::CNode *pNode = m_RopePhysics.GetNode( i ); + float flMoveDistSqr = (pNode->m_vPos - pNode->m_vPrevPos).LengthSqr(); + if( flMoveDistSqr > 0.03f ) + return true; + } + + if( --m_iForcePointMoveCounter > 0 ) + return true; + + return false; +} + + +inline bool C_RopeKeyframe::DidEndPointMove( int iPt ) +{ + // If this point isn't locked anyway, just break out. + if( !( m_fLockedPoints & (1 << iPt) ) ) + return false; + + bool bOld = m_bPrevEndPointPos[iPt]; + Vector vOld = m_vPrevEndPointPos[iPt]; + + m_bPrevEndPointPos[iPt] = GetEndPointPos( iPt, m_vPrevEndPointPos[iPt] ); + + // If it wasn't and isn't attached to anything, don't register a change. + if( !bOld && !m_bPrevEndPointPos[iPt] ) + return true; + + // Register a change if the endpoint moves. + if( !VectorsAreEqual( vOld, m_vPrevEndPointPos[iPt], 0.1 ) ) + return true; + + return false; +} + + +bool C_RopeKeyframe::DetectRestingState( bool &bApplyWind ) +{ + bApplyWind = false; + + if( m_fPrevLockedPoints != m_fLockedPoints ) + { + // Force it to move the points for some number of frames when they get detached or + // after we get new data. This allows them to accelerate from gravity. + m_iForcePointMoveCounter = 10; + m_fPrevLockedPoints = m_fLockedPoints; + return false; + } + + if( m_bNewDataThisFrame ) + { + // Simulate if anything about us changed this frame, such as our position due to hierarchy. + // FIXME: this won't work when hierarchy is client side + return false; + } + + // Make sure our attachment points haven't moved. + if( DidEndPointMove( 0 ) || DidEndPointMove( 1 ) ) + return false; + + // See how close we are to the line. + Vector &vEnd1 = m_RopePhysics.GetFirstNode()->m_vPos; + Vector &vEnd2 = m_RopePhysics.GetLastNode()->m_vPos; + + if ( !( m_RopeFlags & ROPE_NO_WIND ) ) + { + // Don't apply wind if more than half of the nodes are touching something. + float flDist1 = CalcDistanceToLineSegment( MainViewOrigin(), vEnd1, vEnd2 ); + if( m_nLinksTouchingSomething < (m_RopePhysics.NumNodes() >> 1) ) + bApplyWind = flDist1 < rope_wind_dist.GetFloat(); + } + + if ( m_flPreviousImpulse != m_flImpulse ) + { + m_flPreviousImpulse = m_flImpulse; + return false; + } + + return !AnyPointsMoved() && !bApplyWind && !rope_shake.GetInt(); +} + +// simple struct to precompute basis for catmull rom splines for faster evaluation +struct catmull_t +{ + Vector t3; + Vector t2; + Vector t; + Vector c; +}; + +// bake out the terms of the catmull rom spline +void Catmull_Rom_Spline_Matrix( const Vector &p1, const Vector &p2, const Vector &p3, const Vector &p4, catmull_t &output ) +{ + output.t3 = 0.5f * ((-1*p1) + (3*p2) + (-3*p3) + p4); // 0.5 t^3 * [ (-1*p1) + ( 3*p2) + (-3*p3) + p4 ] + output.t2 = 0.5f * ((2*p1) + (-5*p2) + (4*p3) - p4); // 0.5 t^2 * [ ( 2*p1) + (-5*p2) + ( 4*p3) - p4 ] + output.t = 0.5f * ((-1*p1) + p3); // 0.5 t * [ (-1*p1) + p3 ] + output.c = p2; // p2 +} + +// evaluate one point on the spline, t is a vector of (t, t^2, t^3) +inline void Catmull_Rom_Eval( const catmull_t &spline, const Vector &t, Vector &output ) +{ + Assert(spline.c.IsValid()); + Assert(spline.t.IsValid()); + Assert(spline.t2.IsValid()); + Assert(spline.t3.IsValid()); + output = spline.c + (t.x * spline.t) + (t.y*spline.t2) + (t.z * spline.t3); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_RopeKeyframe::BuildRope( RopeSegData_t *pSegmentData, const Vector &vCurrentViewForward, const Vector &vCurrentViewOrigin, C_RopeKeyframe::BuildRopeQueuedData_t *pQueuedData, bool bQueued ) +{ + if ( !pSegmentData ) + return; + + // Get the lighting values. + Vector *pLightValues = ( mat_fullbright.GetInt() == 1 ) ? g_FullBright_LightValues : pQueuedData->m_pLightValues; + + // Update the rope subdivisions if necessary. + int nSubdivCount; + Vector *pSubdivVecList = GetRopeSubdivVectors( &nSubdivCount ); + + int nSegmentCount = 0; + int iPrevNode = 0; + const float subdivScale = 1.0f / (nSubdivCount+1); + const int nodeCount = pQueuedData->m_iNodeCount; + const int lastNode = nodeCount-1; + catmull_t spline; + + Vector *pPredictedPositions = pQueuedData->m_pPredictedPositions; + Vector vColorMod = pQueuedData->m_vColorMod; + + for( int iNode = 0; iNode < nodeCount; ++iNode ) + { + pSegmentData->m_Segments[nSegmentCount].m_vPos = pPredictedPositions[iNode]; + pSegmentData->m_Segments[nSegmentCount].m_vColor = pLightValues[iNode] * vColorMod; + + CEffectData data; + + if ( !bQueued && RopeManager()->IsHolidayLightMode() && r_rope_holiday_light_scale.GetFloat() > 0.0f ) + { + data.m_nMaterial = reinterpret_cast< int >( this ); + data.m_nHitBox = ( iNode << 8 ); + data.m_flScale = r_rope_holiday_light_scale.GetFloat(); + data.m_vOrigin = pSegmentData->m_Segments[nSegmentCount].m_vPos; + DispatchEffect( "TF_HolidayLight", data ); + } + + ++nSegmentCount; + + if ( iNode < lastNode ) + { + // Draw a midpoint to the next segment. + int iNext = iNode + 1; + int iNextNext = iNode + 2; + if ( iNext >= nodeCount ) + { + iNext = iNextNext = lastNode; + } + else if ( iNextNext >= nodeCount ) + { + iNextNext = lastNode; + } + + Vector vecColorInc = subdivScale * ( ( pLightValues[iNode+1] - pLightValues[iNode] ) * vColorMod ); + // precompute spline basis + Catmull_Rom_Spline_Matrix( pPredictedPositions[iPrevNode], pPredictedPositions[iNode], + pPredictedPositions[iNext], pPredictedPositions[iNextNext], spline ); + for( int iSubdiv = 0; iSubdiv < nSubdivCount; ++iSubdiv ) + { + pSegmentData->m_Segments[nSegmentCount].m_vColor = pSegmentData->m_Segments[nSegmentCount-1].m_vColor + vecColorInc; + // simple eval using precomputed basis + Catmull_Rom_Eval( spline, pSubdivVecList[iSubdiv], pSegmentData->m_Segments[nSegmentCount].m_vPos ); + + if ( !bQueued && RopeManager()->IsHolidayLightMode() && r_rope_holiday_light_scale.GetFloat() > 0.0f ) + { + data.m_nHitBox++; + data.m_flScale = r_rope_holiday_light_scale.GetFloat(); + data.m_vOrigin = pSegmentData->m_Segments[nSegmentCount].m_vPos; + DispatchEffect( "TF_HolidayLight", data ); + } + + ++nSegmentCount; + Assert( nSegmentCount <= MAX_ROPE_SEGMENTS ); + } + + iPrevNode = iNode; + } + } + pSegmentData->m_nSegmentCount = nSegmentCount; + pSegmentData->m_flMaxBackWidth = 0; + + // Figure out texture scale. + float flPixelsPerInch = 4.0f / m_TextureScale; + float flTotalTexCoord = flPixelsPerInch * ( pQueuedData->m_RopeLength + pQueuedData->m_Slack + ROPESLACK_FUDGEFACTOR ); + int nTotalPoints = ( nodeCount - 1 ) * nSubdivCount + 1; + float flActualInc = ( flTotalTexCoord / nTotalPoints ) / ( float )m_TextureHeight; + + // First draw a translucent rope underneath the solid rope for an antialiasing effect. + if ( ShouldUseFakeAA( m_pBackMaterial ) ) + { + // Compute screen width + float flScreenWidth = ScreenWidth(); + float flHalfScreenWidth = flScreenWidth / 2.0f; + + float flExtraScreenSpaceWidth = rope_smooth_enlarge.GetFloat(); + + float flMinAlpha = rope_smooth_minalpha.GetFloat(); + float flMaxAlpha = rope_smooth_maxalpha.GetFloat(); + + float flMinScreenSpaceWidth = rope_smooth_minwidth.GetFloat(); + float flMaxAlphaScreenSpaceWidth = rope_smooth_maxalphawidth.GetFloat(); + + float flTexCoord = m_flCurScroll; + for ( int iSegment = 0; iSegment < nSegmentCount; ++iSegment ) + { + pSegmentData->m_Segments[iSegment].m_flTexCoord = flTexCoord; + + // Right here, we need to specify a width that will be 1 pixel larger in screen space. + float zCoord = vCurrentViewForward.Dot( pSegmentData->m_Segments[iSegment].m_vPos - vCurrentViewOrigin ); + zCoord = MAX( zCoord, 0.1f ); + + float flScreenSpaceWidth = m_Width * flHalfScreenWidth / zCoord; + if ( flScreenSpaceWidth < flMinScreenSpaceWidth ) + { + pSegmentData->m_Segments[iSegment].m_flAlpha = flMinAlpha; + pSegmentData->m_Segments[iSegment].m_flWidth = flMinScreenSpaceWidth * zCoord / flHalfScreenWidth; + pSegmentData->m_BackWidths[iSegment] = 0.0f; + } + else + { + if ( flScreenSpaceWidth > flMaxAlphaScreenSpaceWidth ) + { + pSegmentData->m_Segments[iSegment].m_flAlpha = flMaxAlpha; + } + else + { + pSegmentData->m_Segments[iSegment].m_flAlpha = RemapVal( flScreenSpaceWidth, flMinScreenSpaceWidth, flMaxAlphaScreenSpaceWidth, flMinAlpha, flMaxAlpha ); + } + + pSegmentData->m_Segments[iSegment].m_flWidth = m_Width; + pSegmentData->m_BackWidths[iSegment] = m_Width - ( zCoord * flExtraScreenSpaceWidth ) / flScreenWidth; + if ( pSegmentData->m_BackWidths[iSegment] < 0.0f ) + { + pSegmentData->m_BackWidths[iSegment] = 0.0f; + } + else + { + pSegmentData->m_flMaxBackWidth = MAX( pSegmentData->m_flMaxBackWidth, pSegmentData->m_BackWidths[iSegment] ); + } + } + + // Get the next texture coordinate. + flTexCoord += flActualInc; + } + } + else + { + float flTexCoord = m_flCurScroll; + + // Build the data with no smoothing. + for ( int iSegment = 0; iSegment < nSegmentCount; ++iSegment ) + { + pSegmentData->m_Segments[iSegment].m_flTexCoord = flTexCoord; + pSegmentData->m_Segments[iSegment].m_flAlpha = 0.3f; + pSegmentData->m_Segments[iSegment].m_flWidth = m_Width; + pSegmentData->m_BackWidths[iSegment] = -1.0f; + + // Get the next texture coordinate. + flTexCoord += flActualInc; + } + } +} + +void C_RopeKeyframe::UpdateBBox() +{ + Vector &vStart = m_RopePhysics.GetFirstNode()->m_vPos; + Vector &vEnd = m_RopePhysics.GetLastNode()->m_vPos; + + Vector mins, maxs; + + VectorMin( vStart, vEnd, mins ); + VectorMax( vStart, vEnd, maxs ); + + for( int i=1; i < m_RopePhysics.NumNodes()-1; i++ ) + { + const Vector &vPos = m_RopePhysics.GetNode(i)->m_vPos; + AddPointToBounds( vPos, mins, maxs ); + } + + mins -= GetAbsOrigin(); + maxs -= GetAbsOrigin(); + SetCollisionBounds( mins, maxs ); +} + + +bool C_RopeKeyframe::InitRopePhysics() +{ + if( !(m_RopeFlags & ROPE_SIMULATE) ) + return 0; + + if( m_bPhysicsInitted ) + { + return true; + } + + // Must have both entities to work. + m_bPrevEndPointPos[0] = GetEndPointPos( 0, m_vPrevEndPointPos[0] ); + if( !m_bPrevEndPointPos[0] ) + return false; + + // They're allowed to not have an end attachment point so the rope can dangle. + m_bPrevEndPointPos[1] = GetEndPointPos( 1, m_vPrevEndPointPos[1] ); + if( !m_bPrevEndPointPos[1] ) + m_vPrevEndPointPos[1] = m_vPrevEndPointPos[0]; + + const Vector &vStart = m_vPrevEndPointPos[0]; + const Vector &vAttached = m_vPrevEndPointPos[1]; + + m_RopePhysics.SetupSimulation( 0, &m_PhysicsDelegate ); + RecomputeSprings(); + m_RopePhysics.Restart(); + + // Initialize the positions of the nodes. + for( int i=0; i < m_RopePhysics.NumNodes(); i++ ) + { + CSimplePhysics::CNode *pNode = m_RopePhysics.GetNode( i ); + float t = (float)i / (m_RopePhysics.NumNodes() - 1); + + VectorLerp( vStart, vAttached, t, pNode->m_vPos ); + pNode->m_vPrevPos = pNode->m_vPos; + } + + // Simulate for a bit to let it sag. + if ( m_RopeFlags & ROPE_INITIAL_HANG ) + { + RunRopeSimulation( 5 ); + } + + CalcLightValues(); + + // Set our bounds for visibility. + UpdateBBox(); + + m_flTimeToNextGust = RandomFloat( 1.0f, 3.0f ); + m_bPhysicsInitted = true; + + return true; +} + + +bool C_RopeKeyframe::CalculateEndPointAttachment( C_BaseEntity *pEnt, int iAttachment, Vector &vPos, QAngle *pAngles ) +{ + VPROF_BUDGET( "C_RopeKeyframe::CalculateEndPointAttachment", VPROF_BUDGETGROUP_ROPES ); + + if( !pEnt ) + return false; + + if ( m_RopeFlags & ROPE_PLAYER_WPN_ATTACH ) + { + C_BasePlayer *pPlayer = dynamic_cast< C_BasePlayer* >( pEnt ); + if ( pPlayer ) + { + C_BaseAnimating *pModel = pPlayer->GetRenderedWeaponModel(); + if ( !pModel ) + return false; + + int iAttachment = pModel->LookupAttachment( "buff_attach" ); + if ( pAngles ) + return pModel->GetAttachment( iAttachment, vPos, *pAngles ); + return pModel->GetAttachment( iAttachment, vPos ); + } + } + + if( iAttachment > 0 ) + { + bool bOk; + if ( pAngles ) + { + bOk = pEnt->GetAttachment( iAttachment, vPos, *pAngles ); + } + else + { + bOk = pEnt->GetAttachment( iAttachment, vPos ); + } + if ( bOk ) + return true; + } + + vPos = pEnt->WorldSpaceCenter( ); + if ( pAngles ) + { + *pAngles = pEnt->GetAbsAngles(); + } + return true; +} + +bool C_RopeKeyframe::GetEndPointPos( int iPt, Vector &vPos ) +{ + // By caching the results here, we avoid doing this a bunch of times per frame. + if ( m_bEndPointAttachmentPositionsDirty ) + { + CalculateEndPointAttachment( m_hStartPoint, m_iStartAttachment, m_vCachedEndPointAttachmentPos[0], NULL ); + CalculateEndPointAttachment( m_hEndPoint, m_iEndAttachment, m_vCachedEndPointAttachmentPos[1], NULL ); + m_bEndPointAttachmentPositionsDirty = false; + } + + Assert( iPt == 0 || iPt == 1 ); + vPos = m_vCachedEndPointAttachmentPos[iPt]; + return true; +} + +IMaterial* C_RopeKeyframe::GetSolidMaterial( void ) +{ +#ifdef TF_CLIENT_DLL + if ( RopeManager()->IsHolidayLightMode() ) + { + if ( RopeManager()->GetHolidayLightStyle() == 1 ) + { + return materials->FindMaterial( "cable/pure_white", TEXTURE_GROUP_OTHER ); + } + } +#endif + + return m_pMaterial; +} +IMaterial* C_RopeKeyframe::GetBackMaterial( void ) +{ + return m_pBackMaterial; +} + +bool C_RopeKeyframe::GetEndPointAttachment( int iPt, Vector &vPos, QAngle &angle ) +{ + // By caching the results here, we avoid doing this a bunch of times per frame. + if ( m_bEndPointAttachmentPositionsDirty || m_bEndPointAttachmentAnglesDirty ) + { + CalculateEndPointAttachment( m_hStartPoint, m_iStartAttachment, m_vCachedEndPointAttachmentPos[0], &m_vCachedEndPointAttachmentAngle[0] ); + CalculateEndPointAttachment( m_hEndPoint, m_iEndAttachment, m_vCachedEndPointAttachmentPos[1], &m_vCachedEndPointAttachmentAngle[1] ); + m_bEndPointAttachmentPositionsDirty = false; + m_bEndPointAttachmentAnglesDirty = false; + } + + Assert( iPt == 0 || iPt == 1 ); + vPos = m_vCachedEndPointAttachmentPos[iPt]; + angle = m_vCachedEndPointAttachmentAngle[iPt]; + return true; +} + + +// Look at the global cvar and recalculate rope subdivision data if necessary. +Vector *C_RopeKeyframe::GetRopeSubdivVectors( int *nSubdivs ) +{ + if( m_RopeFlags & ROPE_BARBED ) + { + *nSubdivs = g_nBarbedSubdivs; + return g_BarbedSubdivs; + } + else + { + int subdiv = m_Subdiv; + if ( subdiv == 255 ) + { + subdiv = rope_subdiv.GetInt(); + } + + if ( subdiv >= MAX_ROPE_SUBDIVS ) + subdiv = MAX_ROPE_SUBDIVS-1; + + *nSubdivs = subdiv; + return g_RopeSubdivs[subdiv]; + } +} + + +void C_RopeKeyframe::CalcLightValues() +{ + Vector boxColors[6]; + + for( int i=0; i < m_RopePhysics.NumNodes(); i++ ) + { + const Vector &vPos = m_RopePhysics.GetNode(i)->m_vPredicted; + engine->ComputeLighting( vPos, NULL, true, m_LightValues[i], boxColors ); + + if ( !rope_averagelight.GetInt() ) + { + // The engine averages the lighting across the 6 box faces, but we would rather just get the MAX intensity + // since we do our own half-lambert lighting in the rope shader to simulate directionality. + // + // So here, we take the average of all the incoming light, and scale it to use the max intensity of all the box sides. + float flMaxIntensity = 0; + for ( int iSide=0; iSide < 6; iSide++ ) + { + float flLen = boxColors[iSide].Length(); + flMaxIntensity = MAX( flMaxIntensity, flLen ); + } + + VectorNormalize( m_LightValues[i] ); + m_LightValues[i] *= flMaxIntensity; + float flMax = MAX( m_LightValues[i].x, MAX( m_LightValues[i].y, m_LightValues[i].z ) ); + if ( flMax > 1 ) + m_LightValues[i] /= flMax; + } + } +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void C_RopeKeyframe::ReceiveMessage( int classID, bf_read &msg ) +{ + if ( classID != GetClientClass()->m_ClassID ) + { + // message is for subclass + BaseClass::ReceiveMessage( classID, msg ); + return; + } + + // Read instantaneous fore data + m_flImpulse.x = msg.ReadFloat(); + m_flImpulse.y = msg.ReadFloat(); + m_flImpulse.z = msg.ReadFloat(); +} |