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

314 lines
7.4 KiB
C++

#include "cbase.h"
#include "c_playerbody.h"
#include "c_baseanimating.h"
#include "cl_animevent.h"
//#include "c_gstring_player.h"
#include "bone_setup.h"
#include "jigglebones.h"
#include "view.h"
#include "viewrender.h"
ConVar gstring_firstpersonbody_scale("gstring_firstpersonbody_scale", "1");
ConVar gstring_firstpersonbody_hiddenbone_scale("gstring_firstpersonbody_hiddenbone_scale", "0.01");
#if 0
C_FirstpersonBody::C_FirstpersonBody()
: m_iBoneNeck(-1)
, m_iBoneArmL(-1)
, m_iBoneArmR(-1)
, m_iPoseParam_MoveYaw(-1)
, m_bBonescalingEnabled(true)
, m_vecPlayerOrigin(vec3_origin)
{
}
CStudioHdr *C_FirstpersonBody::OnNewModel()
{
CStudioHdr *pRet = BaseClass::OnNewModel();
m_iBoneNeck = LookupBone("ValveBiped.Bip01_Neck1");
m_iBoneArmL = LookupBone("ValveBiped.Bip01_L_UpperArm");
m_iBoneArmR = LookupBone("ValveBiped.Bip01_R_UpperArm");
m_iPoseParam_MoveYaw = LookupPoseParameter("move_yaw");
return pRet;
}
ShadowType_t C_FirstpersonBody::ShadowCastType()
{
return SHADOWS_SIMPLE;
}
bool C_FirstpersonBody::ShouldReceiveProjectedTextures(int flags)
{
return true;
}
void C_FirstpersonBody::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++)
{
// 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));
}
}
if (hdr->boneParent(i) == -1)
{
MatrixScaleBy(gstring_firstpersonbody_scale.GetFloat(), GetBoneForWrite(i));
}
if (m_bBonescalingEnabled
&& (i == m_iBoneNeck
|| i == m_iBoneArmR
|| i == m_iBoneArmL))
{
MatrixScaleBy(gstring_firstpersonbody_hiddenbone_scale.GetFloat(), GetBoneForWrite(i));
}
}
}
void C_FirstpersonBody::FireEvent(const Vector& origin, const QAngle& angles, int event, const char *options)
{
switch (event)
{
case CL_EVENT_FOOTSTEP_LEFT:
case CL_EVENT_FOOTSTEP_RIGHT:
{
C_GstringPlayer *pPlayer = ToGstringPlayer(C_BasePlayer::GetLocalPlayer());
if (pPlayer != NULL)
{
pPlayer->UpdateStepSoundOverride(pPlayer->GetGroundSurface(), pPlayer->GetAbsOrigin(), pPlayer->GetAbsVelocity());
}
}
break;
}
}
int C_FirstpersonBody::DrawModel(int flags)
{
const int viewId = CurrentViewID();
if (viewId == VIEW_SHADOW_DEPTH_TEXTURE
&& !C_GstringPlayer::ShouldFirstpersonModelCastShadow()
|| viewId == VIEW_MONITOR)
{
return 0;
}
if (viewId == VIEW_REFLECTION)
{
const Vector &vecViewOrigin(CurrentViewOrigin());
VisibleFogVolumeInfo_t fogVolumeInfo;
render->GetVisibleFogVolume(vecViewOrigin, &fogVolumeInfo);
if (fogVolumeInfo.m_nVisibleFogVolume >= 0)
{
if (fogVolumeInfo.m_flWaterHeight - vecViewOrigin.z > -25.0f)
{
return 0;
}
}
}
if (IsInThirdPersonView())
{
m_bBonescalingEnabled = false;
}
{
CBaseAnimating::AutoAllowBoneAccess boneAccess(true, false);
InvalidateBoneCache();
SetupBones(NULL, -1, BONE_USED_BY_ANYTHING, gpGlobals->curtime);
}
int ret = BaseClass::DrawModel(flags);
m_bBonescalingEnabled = true;
return ret;
}
void C_FirstpersonBody::StudioFrameAdvance()
{
BaseClass::StudioFrameAdvance();
for (int i = 0; i < GetNumAnimOverlays(); i++)
{
C_AnimationLayer *pLayer = GetAnimOverlay(i);
if (pLayer->m_nSequence < 0)
{
continue;
}
float rate = GetSequenceCycleRate(GetModelPtr(), pLayer->m_nSequence);
pLayer->m_flCycle += pLayer->m_flPlaybackRate * rate * gpGlobals->frametime;
if (pLayer->m_flCycle > 1.0f)
{
pLayer->m_nSequence = -1;
pLayer->m_flWeight = 0.0f;
}
}
}
const Vector &C_FirstpersonBody::GetRenderOrigin()
{
if (!IsCurrentViewIdAccessAllowed())
return BaseClass::GetRenderOrigin();
const int viewId = CurrentViewID();
if (viewId == VIEW_REFLECTION
|| viewId == VIEW_MONITOR)
return m_vecPlayerOrigin;
return BaseClass::GetRenderOrigin();
}
void C_FirstpersonBody::GetRenderBounds(Vector &mins, Vector &maxs)
{
mins.Init(-32, -32, 0.0f);
maxs.Init(32, 32, 96.0f);
}
void C_FirstpersonBody::SetPlayerOrigin(const Vector &origin)
{
m_vecPlayerOrigin = origin;
}
bool C_FirstpersonBody::IsInThirdPersonView()
{
if (!IsCurrentViewIdAccessAllowed())
return false;
const int viewId = CurrentViewID();
return viewId == VIEW_SHADOW_DEPTH_TEXTURE
|| viewId == VIEW_REFLECTION
//|| viewId == VIEW_REFRACTION
|| viewId == VIEW_MONITOR;
}
#endif