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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "bone_setup.h"
#include "c_ai_basenpc.h"
#include "engine/ivdebugoverlay.h"
#include "tier0/vprof.h"
#include "soundinfo.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_NPC_Hydra : public C_AI_BaseNPC
{
public:
DECLARE_CLASS( C_NPC_Hydra, C_AI_BaseNPC );
DECLARE_CLIENTCLASS();
DECLARE_INTERPOLATION();
C_NPC_Hydra();
virtual ~C_NPC_Hydra();
// model specific
virtual void OnLatchInterpolatedVariables( int flags );
virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
virtual void StandardBlendingRules( Vector pos[], Quaternion q[], float currentTime, int boneMask );
void CalcBoneChain( Vector pos[], const Vector chain[] );
void CalcBoneAngles( const Vector pos[], Quaternion q[] );
virtual bool GetSoundSpatialization( SpatializationInfo_t& info );
virtual void ResetLatched();
#define CHAIN_LINKS 32
bool m_bNewChain;
int m_fLatchFlags;
Vector m_vecChain[CHAIN_LINKS];
Vector m_vecHeadDir;
CInterpolatedVar< Vector > m_iv_vecHeadDir;
//Vector m_vecInterpHeadDir;
float m_flRelaxedLength;
Vector *m_vecPos; // current animation
CInterpolatedVar< Vector > *m_iv_vecPos;
int m_numHydraBones;
float *m_boneLength;
float m_maxPossibleLength;
private:
C_NPC_Hydra( const C_NPC_Hydra & ); // not defined, not accessible
};
IMPLEMENT_CLIENTCLASS_DT(C_NPC_Hydra, DT_NPC_Hydra, CNPC_Hydra)
RecvPropVector ( RECVINFO( m_vecChain[0] ) ),
RecvPropVector ( RECVINFO( m_vecChain[1] ) ),
RecvPropVector ( RECVINFO( m_vecChain[2] ) ),
RecvPropVector ( RECVINFO( m_vecChain[3] ) ),
RecvPropVector ( RECVINFO( m_vecChain[4] ) ),
RecvPropVector ( RECVINFO( m_vecChain[5] ) ),
RecvPropVector ( RECVINFO( m_vecChain[6] ) ),
RecvPropVector ( RECVINFO( m_vecChain[7] ) ),
RecvPropVector ( RECVINFO( m_vecChain[8] ) ),
RecvPropVector ( RECVINFO( m_vecChain[9] ) ),
RecvPropVector ( RECVINFO( m_vecChain[10] ) ),
RecvPropVector ( RECVINFO( m_vecChain[11] ) ),
RecvPropVector ( RECVINFO( m_vecChain[12] ) ),
RecvPropVector ( RECVINFO( m_vecChain[13] ) ),
RecvPropVector ( RECVINFO( m_vecChain[14] ) ),
RecvPropVector ( RECVINFO( m_vecChain[15] ) ),
RecvPropVector ( RECVINFO( m_vecChain[16] ) ),
RecvPropVector ( RECVINFO( m_vecChain[17] ) ),
RecvPropVector ( RECVINFO( m_vecChain[18] ) ),
RecvPropVector ( RECVINFO( m_vecChain[19] ) ),
RecvPropVector ( RECVINFO( m_vecChain[20] ) ),
RecvPropVector ( RECVINFO( m_vecChain[21] ) ),
RecvPropVector ( RECVINFO( m_vecChain[22] ) ),
RecvPropVector ( RECVINFO( m_vecChain[23] ) ),
RecvPropVector ( RECVINFO( m_vecChain[24] ) ),
RecvPropVector ( RECVINFO( m_vecChain[25] ) ),
RecvPropVector ( RECVINFO( m_vecChain[26] ) ),
RecvPropVector ( RECVINFO( m_vecChain[27] ) ),
RecvPropVector ( RECVINFO( m_vecChain[28] ) ),
RecvPropVector ( RECVINFO( m_vecChain[29] ) ),
RecvPropVector ( RECVINFO( m_vecChain[30] ) ),
RecvPropVector ( RECVINFO( m_vecChain[31] ) ),
RecvPropVector ( RECVINFO( m_vecHeadDir ) ),
RecvPropFloat ( RECVINFO( m_flRelaxedLength ) ),
END_RECV_TABLE()
C_NPC_Hydra::C_NPC_Hydra() : m_iv_vecHeadDir( "C_NPC_Hydra::m_iv_vecHeadDir" )
{
AddVar( &m_vecHeadDir, &m_iv_vecHeadDir, LATCH_ANIMATION_VAR );
m_numHydraBones = 0;
m_boneLength = NULL;
m_maxPossibleLength = 1;
m_vecPos = NULL;
m_iv_vecPos = NULL;
}
C_NPC_Hydra::~C_NPC_Hydra()
{
delete m_boneLength;
delete m_vecPos;
delete[] m_iv_vecPos;
m_iv_vecPos = NULL;
}
void C_NPC_Hydra::OnLatchInterpolatedVariables( int flags )
{
m_bNewChain = true;
m_fLatchFlags = flags;
BaseClass::OnLatchInterpolatedVariables( flags );
}
void C_NPC_Hydra::ResetLatched()
{
for (int i = 0; i < m_numHydraBones; i++)
{
m_iv_vecPos[i].Reset();
}
BaseClass::ResetLatched();
}
bool C_NPC_Hydra::SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime )
{
return BaseClass::SetupBones( pBoneToWorldOut, nMaxBones, boneMask, currentTime );
}
void C_NPC_Hydra::StandardBlendingRules( Vector pos[], Quaternion q[], float currentTime, int boneMask )
{
VPROF( "C_NPC_Hydra::StandardBlendingRules" );
studiohdr_t *hdr = GetModelPtr();
if ( !hdr )
{
return;
}
int i;
// check for changing model memory requirements
bool bNewlyInited = false;
if (m_numHydraBones != hdr->numbones)
{
m_numHydraBones = hdr->numbones;
// build root animation
float poseparam[MAXSTUDIOPOSEPARAM];
for (i = 0; i < hdr->GetNumPoseParameters(); i++)
{
poseparam[i] = 0;
}
CalcPose( hdr, NULL, pos, q, 0.0f, 0.0f, poseparam, BONE_USED_BY_ANYTHING );
// allocate arrays
if (m_boneLength)
{
delete[] m_boneLength;
}
m_boneLength = new float [m_numHydraBones];
if (m_vecPos)
{
delete[] m_vecPos;
}
m_vecPos = new Vector [m_numHydraBones];
if (m_iv_vecPos)
{
delete m_iv_vecPos;
}
m_iv_vecPos = new CInterpolatedVar< Vector >[m_numHydraBones];
for ( i = 0; i < m_numHydraBones; i++ )
{
m_iv_vecPos[ i ].Setup( &m_vecPos[ i ], LATCH_SIMULATION_VAR | EXCLUDE_AUTO_LATCH | EXCLUDE_AUTO_INTERPOLATE );
}
// calc models bone lengths
m_maxPossibleLength = 0;
for (i = 0; i < m_numHydraBones-1; i++)
{
m_boneLength[i] = (pos[i+1] - pos[i]).Length();
m_maxPossibleLength += m_boneLength[i];
}
m_boneLength[i] = 0.0f;
bNewlyInited = true;
}
// calc new bone setup if networked.
if (m_bNewChain)
{
CalcBoneChain( m_vecPos, m_vecChain );
for (i = 0; i < m_numHydraBones; i++)
{
// debugoverlay->AddLineOverlay( m_vecPos[i], m_vecPos[i<m_numHydraBones-1?i+1:m_numHydraBones-1], 0, 255, 0, false, 0.1 );
m_vecPos[i] = m_vecPos[i] - GetAbsOrigin();
if ( m_fLatchFlags & LATCH_SIMULATION_VAR )
{
m_iv_vecPos[i].NoteChanged( currentTime, true );
}
}
m_bNewChain = false;
}
// if just allocated, initialize bones
if (bNewlyInited)
{
for (i = 0; i < m_numHydraBones; i++)
{
m_iv_vecPos[i].Reset();
}
}
for (i = 0; i < m_numHydraBones; i++)
{
m_iv_vecPos[i].Interpolate( currentTime );
pos[ i ] = m_vecPos[ i ];
}
// calculate bone angles
CalcBoneAngles( pos, q );
// rotate the last bone of the hydra 90 degrees since it's oriented differently than the others
Quaternion qTmp;
AngleQuaternion( QAngle( 0, -90, 0) , qTmp );
QuaternionMult( q[m_numHydraBones - 1], qTmp, q[m_numHydraBones - 1] );
}
//-----------------------------------------------------------------------------
// Purpose: Fits skeleton of hydra to the variable segment length "chain" array
// Adjusts overall hydra so that "m_flRelaxedLength" of texture fits over
// the actual length of the chain
//-----------------------------------------------------------------------------
void C_NPC_Hydra::CalcBoneChain( Vector pos[], const Vector chain[] )
{
int i, j;
// Find the dist chain link that's not zero length
i = CHAIN_LINKS-1;
while (i > 0)
{
if ((chain[i] - chain[i-1]).LengthSqr() > 0.0)
{
break;
}
i--;
}
// initialize the last bone to the last bone
j = m_numHydraBones - 1;
// clamp length
float totalLength = 0;
for (int k = i; k > 0; k--)
{
// debugoverlay->AddLineOverlay( chain[k], chain[k-1], 255, 255, 255, false, 0 );
totalLength += (chain[k] - chain[k-1]).Length();
}
totalLength = clamp( totalLength, 1.0, m_maxPossibleLength );
float scale = m_flRelaxedLength / totalLength;
// starting from the head, fit the hydra skeleton onto the chain spline
float dist = -16;
while (j >= 0 && i > 0)
{
// debugoverlay->AddLineOverlay( chain[i], chain[i-1], 255, 255, 255, false, 0 );
float dt = (chain[i] - chain[i-1]).Length() * scale;
float dx = dt;
while (j >= 0 && dist + dt >= m_boneLength[j])
{
float s = (dx - (dt - (m_boneLength[j] - dist))) / dx;
if (s < 0 || s > 1.)
s = 0;
// pos[j] = chain[i] * (1 - s) + chain[i-1] * s;
Catmull_Rom_Spline( chain[(i<CHAIN_LINKS-1)?i+1:CHAIN_LINKS-1], chain[i], chain[(i>0)?i-1:0], chain[(i>1)?i-2:0], s, pos[j] );
// debugoverlay->AddLineOverlay( pos[j], chain[i], 0, 255, 0, false, 0 );
// debugoverlay->AddLineOverlay( pos[j], chain[i-1], 0, 255, 0, false, 0 );
dt = dt - (m_boneLength[j] - dist);
j--;
dist = 0;
}
dist += dt;
i--;
}
while (j >= 0)
{
pos[j] = chain[0];
j--;
}
}
//-----------------------------------------------------------------------------
// Purpose: Minimize the amount of twist between bone segments
//-----------------------------------------------------------------------------
void C_NPC_Hydra::CalcBoneAngles( const Vector pos[], Quaternion q[] )
{
int i;
matrix3x4_t bonematrix;
for (i = m_numHydraBones - 1; i >= 0; i--)
{
Vector forward;
Vector left2;
if (i != m_numHydraBones - 1)
{
QuaternionMatrix( q[i+1], bonematrix );
MatrixGetColumn( bonematrix, 1, left2 );
forward = (pos[i+1] - pos[i]) /* + (pos[i] - pos[i-1])*/;
float length = VectorNormalize( forward );
if (length == 0.0)
{
q[i] = q[i+1];
continue;
}
}
else
{
forward = m_vecHeadDir;
VectorNormalize( forward );
VectorMatrix( forward, bonematrix );
MatrixGetColumn( bonematrix, 1, left2 );
}
Vector up = CrossProduct( forward, left2 );
VectorNormalize( up );
Vector left = CrossProduct( up, forward );
MatrixSetColumn( forward, 0, bonematrix );
MatrixSetColumn( left, 1, bonematrix );
MatrixSetColumn( up, 2, bonematrix );
// MatrixQuaternion( bonematrix, q[i] );
QAngle angles;
MatrixAngles( bonematrix, angles );
AngleQuaternion( angles, q[i] );
}
}
bool C_NPC_Hydra::GetSoundSpatialization( SpatializationInfo_t& info )
{
bool bret = BaseClass::GetSoundSpatialization( info );
// Default things it's audible, put it at a better spot?
if ( bret )
{
// TODO: Note, this is where you could override the sound position and orientation and use
// an attachment points position as the sound source
// You might have to issue C_BaseAnimating::AllowBoneAccess( true, false ); to allow
// bone setup during sound spatialization if you run into asserts...
}
return bret;
}
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