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- //========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
- //
- // Purpose:
- //
- // $NoKeywords: $
- //=============================================================================//
- #include "cbase.h"
- #include "simple_physics.h"
- #include "mathlib/vmatrix.h"
- #include "beamdraw.h"
- // memdbgon must be the last include file in a .cpp file!!!
- #include "tier0/memdbgon.h"
- class C_Hairball : public C_BaseEntity
- {
- DECLARE_CLASS( C_Hairball, C_BaseEntity );
- private:
- class CHairballDelegate : public CSimplePhysics::IHelper
- {
- public:
- virtual void GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel );
- virtual void ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes );
- C_Hairball *m_pParent;
- };
- public:
- C_Hairball();
- void Init();
- // IClientThinkable.
- public:
- virtual void ClientThink();
- // IClientRenderable.
- public:
- virtual int DrawModel( int flags );
- public:
- float m_flSphereRadius;
- int m_nHairs;
- int m_nNodesPerHair;
- float m_flSpringDist; // = hair length / (m_nNodesPerHair-1)
- CUtlVector<CSimplePhysics::CNode> m_Nodes; // This is m_nHairs * m_nNodesPerHair large.
- CUtlVector<Vector> m_HairPositions; // Untransformed base hair positions, distributed on the sphere.
- CUtlVector<Vector> m_TransformedHairPositions; // Transformed base hair positions, distributed on the sphere.
- CHairballDelegate m_Delegate;
- CSimplePhysics m_Physics;
- IMaterial *m_pMaterial;
- // Super sophisticated AI.
- float m_flSitStillTime;
- Vector m_vMoveDir;
- float m_flSpinDuration;
- float m_flCurSpinTime;
- float m_flSpinRateX, m_flSpinRateY;
- bool m_bFirstThink;
- };
- void C_Hairball::CHairballDelegate::GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel )
- {
- pAccel->Init( 0, 0, -1500 );
- }
- void C_Hairball::CHairballDelegate::ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes )
- {
- int nSegments = m_pParent->m_nNodesPerHair - 1;
- float flSpringDistSqr = m_pParent->m_flSpringDist * m_pParent->m_flSpringDist;
- static int nIterations = 1;
- for( int iIteration=0; iIteration < nIterations; iIteration++ )
- {
- for ( int iHair=0; iHair < m_pParent->m_nHairs; iHair++ )
- {
- CSimplePhysics::CNode *pBase = &pNodes[iHair * m_pParent->m_nNodesPerHair];
- for( int i=0; i < nSegments; i++ )
- {
- Vector &vNode1 = pBase[i].m_vPos;
- Vector &vNode2 = pBase[i+1].m_vPos;
- Vector vTo = vNode1 - vNode2;
- float flDistSqr = vTo.LengthSqr();
- if( flDistSqr > flSpringDistSqr )
- {
- float flDist = (float)sqrt( flDistSqr );
- vTo *= 1 - (m_pParent->m_flSpringDist / flDist);
- vNode1 -= vTo * 0.5f;
- vNode2 += vTo * 0.5f;
- }
- }
- // Lock the base of each hair to the right spot.
- pBase->m_vPos = m_pParent->m_TransformedHairPositions[iHair];
- }
- }
- }
- C_Hairball::C_Hairball()
- {
- m_nHairs = 100;
- m_nNodesPerHair = 3;
- float flHairLength = 20;
- m_flSpringDist = flHairLength / (m_nNodesPerHair - 1);
- m_Nodes.SetSize( m_nHairs * m_nNodesPerHair );
- m_HairPositions.SetSize( m_nHairs );
- m_TransformedHairPositions.SetSize( m_nHairs );
- m_flSphereRadius = 20;
- m_vMoveDir.Init();
- m_flSpinDuration = 1;
- m_flCurSpinTime = 0;
- m_flSpinRateX = m_flSpinRateY = 0;
- // Distribute on the sphere (need a better random distribution for the sphere).
- for ( int i=0; i < m_HairPositions.Count(); i++ )
- {
- float theta = RandomFloat( -M_PI, M_PI );
- float phi = RandomFloat( -M_PI/2, M_PI/2 );
- float cosPhi = cos( phi );
- m_HairPositions[i].Init(
- cos(theta) * cosPhi * m_flSphereRadius,
- sin(theta) * cosPhi * m_flSphereRadius,
- sin(phi) * m_flSphereRadius );
- }
- m_Delegate.m_pParent = this;
- m_Physics.Init( 1.0 / 20 ); // NOTE: PLAY WITH THIS FOR EFFICIENCY
- m_pMaterial = NULL;
- m_bFirstThink = true;
- }
- void C_Hairball::Init()
- {
- ClientEntityList().AddNonNetworkableEntity( this );
- ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_ALWAYS );
- AddToLeafSystem( RENDER_GROUP_OPAQUE_ENTITY );
- m_pMaterial = materials->FindMaterial( "cable/cable", TEXTURE_GROUP_OTHER );
- m_flSitStillTime = 5;
- }
- void C_Hairball::ClientThink()
- {
- // Do some AI-type stuff.. move the entity around.
- //C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
- //m_vecAngles = SetAbsAngles( pPlayer->GetAbsAngles() ); // copy player angles.
- Assert( !GetMoveParent() );
- // Sophisticated AI.
- m_flCurSpinTime += gpGlobals->frametime;
- if ( m_flCurSpinTime < m_flSpinDuration )
- {
- float div = m_flCurSpinTime / m_flSpinDuration;
- QAngle angles = GetLocalAngles();
- angles.x += m_flSpinRateX * SmoothCurve( div );
- angles.y += m_flSpinRateY * SmoothCurve( div );
- SetLocalAngles( angles );
- }
- else
- {
- // Flip between stopped and starting.
- if ( fabs( m_flSpinRateX ) > 0.01f )
- {
- m_flSpinRateX = m_flSpinRateY = 0;
- m_flSpinDuration = RandomFloat( 1, 2 );
- }
- else
- {
- static float flXSpeed = 3;
- static float flYSpeed = flXSpeed * 0.1f;
- m_flSpinRateX = RandomFloat( -M_PI*flXSpeed, M_PI*flXSpeed );
- m_flSpinRateY = RandomFloat( -M_PI*flYSpeed, M_PI*flYSpeed );
- m_flSpinDuration = RandomFloat( 1, 4 );
- }
- m_flCurSpinTime = 0;
- }
- if ( m_flSitStillTime > 0 )
- {
- m_flSitStillTime -= gpGlobals->frametime;
- if ( m_flSitStillTime <= 0 )
- {
- // Shoot out some random lines and find the longest one.
- m_vMoveDir.Init( 1, 0, 0 );
- float flLongestFraction = 0;
- for ( int i=0; i < 15; i++ )
- {
- Vector vDir( RandomFloat( -1, 1 ), RandomFloat( -1, 1 ), RandomFloat( -1, 1 ) );
- VectorNormalize( vDir );
- trace_t trace;
- UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vDir * 10000, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &trace );
- if ( trace.fraction != 1.0 )
- {
- if ( trace.fraction > flLongestFraction )
- {
- flLongestFraction = trace.fraction;
- m_vMoveDir = vDir;
- }
- }
- }
- m_vMoveDir *= 650; // set speed.
- m_flSitStillTime = -1; // Move in this direction..
- }
- }
- else
- {
- // Move in the specified direction.
- Vector vEnd = GetAbsOrigin() + m_vMoveDir * gpGlobals->frametime;
- trace_t trace;
- UTIL_TraceLine( GetAbsOrigin(), vEnd, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &trace );
- if ( trace.fraction < 1 )
- {
- // Ok, stop moving.
- m_flSitStillTime = RandomFloat( 1, 3 );
- }
- else
- {
- SetLocalOrigin( GetLocalOrigin() + m_vMoveDir * gpGlobals->frametime );
- }
- }
- // Transform the base hair positions so we can lock them down.
- VMatrix mTransform;
- mTransform.SetupMatrixOrgAngles( GetLocalOrigin(), GetLocalAngles() );
- for ( int i=0; i < m_HairPositions.Count(); i++ )
- {
- Vector3DMultiplyPosition( mTransform, m_HairPositions[i], m_TransformedHairPositions[i] );
- }
- if ( m_bFirstThink )
- {
- m_bFirstThink = false;
- for ( int i=0; i < m_HairPositions.Count(); i++ )
- {
- for ( int j=0; j < m_nNodesPerHair; j++ )
- {
- m_Nodes[i*m_nNodesPerHair+j].Init( m_TransformedHairPositions[i] );
- }
- }
- }
- // Simulate the physics and apply constraints.
- m_Physics.Simulate( m_Nodes.Base(), m_Nodes.Count(), &m_Delegate, gpGlobals->frametime, 0.98 );
- }
- int C_Hairball::DrawModel( int flags )
- {
- if ( !m_pMaterial )
- return 0;
- CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
- for ( int iHair=0; iHair < m_nHairs; iHair++ )
- {
- CSimplePhysics::CNode *pBase = &m_Nodes[iHair * m_nNodesPerHair];
- CBeamSegDraw beamDraw;
- beamDraw.Start( pRenderContext, m_nNodesPerHair-1, m_pMaterial );
- for ( int i=0; i < m_nNodesPerHair; i++ )
- {
- BeamSeg_t seg;
- seg.m_vPos = pBase[i].m_vPredicted;
- seg.m_vColor.Init( 0, 0, 0 );
- seg.m_flTexCoord = 0;
- static float flHairWidth = 1;
- seg.m_flWidth = flHairWidth;
- seg.m_flAlpha = 0;
- beamDraw.NextSeg( &seg );
- }
- beamDraw.End();
- }
- return 1;
- }
- void CreateHairballCallback()
- {
- for ( int i=0; i < 20; i++ )
- {
- C_Hairball *pHairball = new C_Hairball;
- pHairball->Init();
- // Put it a short distance in front of the player.
- C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
- if ( !pPlayer )
- return;
- Vector vForward;
- AngleVectors( pPlayer->GetAbsAngles(), &vForward );
- pHairball->SetLocalOrigin( pPlayer->GetAbsOrigin() + vForward * 300 + RandomVector( 0, 100 ) );
- }
- }
- ConCommand cc_CreateHairball( "CreateHairball", CreateHairballCallback, 0, FCVAR_CHEAT );
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