Files
HL2Overcharged/game/client/c_player_ragdoll.cpp
2025-05-21 21:09:22 +03:00

160 lines
3.9 KiB
C++

#include "cbase.h"
#include "c_player_ragdoll.h"
#include "bone_setup.h"
#include "jigglebones.h"
#include "viewrender.h"
C_GStringPlayerRagdoll::C_GStringPlayerRagdoll()
: BaseClass(false)
, m_iBoneHead(-1)
{
}
CStudioHdr *C_GStringPlayerRagdoll::OnNewModel()
{
CStudioHdr *ret = BaseClass::OnNewModel();
m_iBoneHead = LookupBone("ValveBiped.Bip01_Head1");
return ret;
}
void C_GStringPlayerRagdoll::BuildTransformations(CStudioHdr *hdr, Vector *pos, Quaternion *q,
const matrix3x4_t &cameraTransform, int boneMask, CBoneBitList &boneComputed)
{
if (!hdr)
return;
matrix3x4_t bonematrix;
bool boneSimulated[MAXSTUDIOBONES];
// no bones have been simulated
memset(boneSimulated, 0, sizeof(boneSimulated));
mstudiobone_t *pbones = hdr->pBone(0);
if (m_pRagdoll)
{
// simulate bones and update flags
int oldWritableBones = m_BoneAccessor.GetWritableBones();
int oldReadableBones = m_BoneAccessor.GetReadableBones();
m_BoneAccessor.SetWritableBones(BONE_USED_BY_ANYTHING);
m_BoneAccessor.SetReadableBones(BONE_USED_BY_ANYTHING);
#if defined( REPLAY_ENABLED )
// If we're playing back a demo, override the ragdoll bones with cached version if available - otherwise, simulate.
if ((!engine->IsPlayingDemo() && !engine->IsPlayingTimeDemo()) ||
!CReplayRagdollCache::Instance().IsInitialized() ||
!CReplayRagdollCache::Instance().GetFrame(this, engine->GetDemoPlaybackTick(), boneSimulated, &m_BoneAccessor))
#endif
{
m_pRagdoll->RagdollBone(this, pbones, hdr->numbones(), boneSimulated, m_BoneAccessor);
}
m_BoneAccessor.SetWritableBones(oldWritableBones);
m_BoneAccessor.SetReadableBones(oldReadableBones);
}
// For EF_BONEMERGE entities, copy the bone matrices for any bones that have matching names.
bool boneMerge = IsEffectActive(EF_BONEMERGE);
if (boneMerge || m_pBoneMergeCache)
{
if (boneMerge)
{
if (!m_pBoneMergeCache)
{
m_pBoneMergeCache = new CBoneMergeCache;
m_pBoneMergeCache->Init(this);
}
m_pBoneMergeCache->MergeMatchingBones(boneMask);
}
else
{
delete m_pBoneMergeCache;
m_pBoneMergeCache = NULL;
}
}
for (int i = 0; i < hdr->numbones(); i++)
{
if (i == m_iBoneHead)
{
MatrixScaleBy(0.01f, GetBoneForWrite(i));
}
// Only update bones reference by the bone mask.
if (!(hdr->boneFlags(i) & boneMask))
{
continue;
}
if (m_pBoneMergeCache && m_pBoneMergeCache->IsBoneMerged(i))
continue;
// animate all non-simulated bones
if (boneSimulated[i] || CalcProceduralBone(hdr, i, m_BoneAccessor))
{
continue;
}
// skip bones that the IK has already setup
else if (boneComputed.IsBoneMarked(i))
{
// dummy operation, just used to verify in debug that this should have happened
GetBoneForWrite(i);
}
else
{
QuaternionMatrix(q[i], pos[i], bonematrix);
Assert(fabs(pos[i].x) < 100000);
Assert(fabs(pos[i].y) < 100000);
Assert(fabs(pos[i].z) < 100000);
if ((hdr->boneFlags(i) & BONE_ALWAYS_PROCEDURAL) &&
(hdr->pBone(i)->proctype & STUDIO_PROC_JIGGLE))
{
//
// Physics-based "jiggle" bone
// Bone is assumed to be along the Z axis
// Pitch around X, yaw around Y
//
// compute desired bone orientation
matrix3x4_t goalMX;
if (pbones[i].parent == -1)
{
ConcatTransforms(cameraTransform, bonematrix, goalMX);
}
else
{
ConcatTransforms(GetBone(pbones[i].parent), bonematrix, goalMX);
}
// get jiggle properties from QC data
mstudiojigglebone_t *jiggleInfo = (mstudiojigglebone_t *)pbones[i].pProcedure();
if (!m_pJiggleBones)
{
m_pJiggleBones = new CJiggleBones;
}
// do jiggle physics
m_pJiggleBones->BuildJiggleTransformations(i, gpGlobals->realtime, jiggleInfo, goalMX, GetBoneForWrite(i));
}
else if (hdr->boneParent(i) == -1)
{
ConcatTransforms(cameraTransform, bonematrix, GetBoneForWrite(i));
}
else
{
ConcatTransforms(GetBone(hdr->boneParent(i)), bonematrix, GetBoneForWrite(i));
}
}
}
}