//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "game.h" #include "CRagdollMagnet.h" #include "cplane.h" ConVar ai_debug_ragdoll_magnets( "ai_debug_ragdoll_magnets", "0"); // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" LINK_ENTITY_TO_CLASS( phys_ragdollmagnet, CRagdollMagnet ); BEGIN_DATADESC( CRagdollMagnet ) DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "radius" ), DEFINE_KEYFIELD( m_force, FIELD_FLOAT, "force" ), DEFINE_KEYFIELD( m_axis, FIELD_VECTOR, "axis" ), DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ), #ifdef MAPBASE DEFINE_KEYFIELD( m_BoneTarget, FIELD_STRING, "BoneTarget" ), #endif DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), #ifdef MAPBASE DEFINE_OUTPUT( m_OnUsed, "OnUsed" ), #endif END_DATADESC() //----------------------------------------------------------------------------- // Purpose: // Input : &inputdata - //----------------------------------------------------------------------------- void CRagdollMagnet::InputEnable( inputdata_t &inputdata ) { Enable( true ); } //----------------------------------------------------------------------------- // Purpose: // Input : &inputdata - //----------------------------------------------------------------------------- void CRagdollMagnet::InputDisable( inputdata_t &inputdata ) { Enable( false ); } //----------------------------------------------------------------------------- // Purpose: Find the ragdoll magnet entity that should pull this entity's ragdoll // Input : *pNPC - the npc that's dying // Output : CRagdollMagnet - the magnet that's best to use. // // NOTES: // // The nearest ragdoll magnet pulls me in IF: // - Present // - I'm within the magnet's RADIUS // - LATER: There is clear line of sight from my center to the magnet // - LATER: I'm not flagged to ignore ragdoll magnets // - LATER: The magnet is not turned OFF //----------------------------------------------------------------------------- CRagdollMagnet *CRagdollMagnet::FindBestMagnet( CBaseEntity *pNPC ) { CRagdollMagnet *pMagnet = NULL; CRagdollMagnet *pBestMagnet; float flClosestDist; // Assume we won't find one. pBestMagnet = NULL; flClosestDist = FLT_MAX; do { pMagnet = (CRagdollMagnet *)gEntList.FindEntityByClassname( pMagnet, "phys_ragdollmagnet" ); if( pMagnet && pMagnet->IsEnabled() ) { if( pMagnet->m_target != NULL_STRING ) { // if this magnet has a target, only affect that target! if( pNPC->GetEntityName() == pMagnet->m_target ) { return pMagnet; } else { continue; } } float flDist; flDist = pMagnet->DistToPoint( pNPC->WorldSpaceCenter() ); if( flDist < flClosestDist && flDist <= pMagnet->GetRadius() ) { // This is the closest magnet that can pull this npc. flClosestDist = flDist; pBestMagnet = pMagnet; } } } while( pMagnet ); return pBestMagnet; } //----------------------------------------------------------------------------- // Purpose: Get the force that we should add to this NPC's ragdoll. // Input : *pNPC - // Output : Vector // // NOTE: This function assumes pNPC is within this magnet's radius. //----------------------------------------------------------------------------- #ifdef MAPBASE Vector CRagdollMagnet::GetForceVector( CBaseEntity *pNPC, int *pBone ) #else Vector CRagdollMagnet::GetForceVector( CBaseEntity *pNPC ) #endif { Vector vecForceToApply; #ifdef MAPBASE Vector vecNPCPos = pNPC->WorldSpaceCenter(); if (pBone) { CBaseAnimating *pAnimating = pNPC->GetBaseAnimating(); Assert( pAnimating != NULL ); const char *szBoneTarget = BoneTarget(); Assert( szBoneTarget != NULL ); int iBone = pAnimating->LookupBone( szBoneTarget ); if (iBone != -1) { matrix3x4_t bonetoworld; pAnimating->GetBoneTransform( iBone, bonetoworld ); MatrixPosition( bonetoworld, vecNPCPos ); *pBone = iBone; } } #endif if( IsBarMagnet() ) { CPlane axis; Vector vecForceDir; Vector vecClosest; #ifdef MAPBASE CalcClosestPointOnLineSegment( vecNPCPos, GetAbsOrigin(), m_axis, vecClosest, NULL ); vecForceDir = (vecClosest - vecNPCPos ); VectorNormalize( vecForceDir ); #else CalcClosestPointOnLineSegment( pNPC->WorldSpaceCenter(), GetAbsOrigin(), m_axis, vecClosest, NULL ); vecForceDir = (vecClosest - pNPC->WorldSpaceCenter() ); VectorNormalize( vecForceDir ); #endif vecForceToApply = vecForceDir * m_force; } else { Vector vecForce; #ifdef MAPBASE vecForce = GetAbsOrigin() - vecNPCPos; #else vecForce = GetAbsOrigin() - pNPC->WorldSpaceCenter(); #endif VectorNormalize( vecForce ); vecForceToApply = vecForce * m_force; } if( ai_debug_ragdoll_magnets.GetBool() ) { IPhysicsObject *pPhysObject; pPhysObject = pNPC->VPhysicsGetObject(); if( pPhysObject ) { Msg("Ragdoll magnet adding %f inches/sec to %s\n", m_force/pPhysObject->GetMass(), pNPC->GetClassname() ); } } return vecForceToApply; } //----------------------------------------------------------------------------- // Purpose: How far away is this point? This is different for point and bar magnets // Input : &vecPoint - the point // Output : float - the dist //----------------------------------------------------------------------------- float CRagdollMagnet::DistToPoint( const Vector &vecPoint ) { if( IsBarMagnet() ) { // I'm a bar magnet, so the point's distance is really the plane constant. // A bar magnet is a cylinder who's length is AbsOrigin() to m_axis, and whose // diameter is m_radius. // first we build two planes. The TOP and BOTTOM planes. // the idea is that vecPoint must be on the right side of both // planes to be affected by this particular magnet. // TOP and BOTTOM planes can be visualized as the 'caps' of the cylinder // that describes the bar magnet, and they point towards each other. // We're making sure vecPoint is between the caps. Vector vecAxis; vecAxis = GetAxisVector(); VectorNormalize( vecAxis ); CPlane top, bottom; bottom.InitializePlane( -vecAxis, m_axis ); top.InitializePlane( vecAxis, GetAbsOrigin() ); if( top.PointInFront( vecPoint ) && bottom.PointInFront( vecPoint ) ) { // This point is between the two caps, so calculate the distance // of vecPoint from the axis of the bar magnet CPlane axis; Vector vecUp; Vector vecRight; // Horizontal and Vertical distances. float hDist, vDist; // Need to get a vector that's right-hand to m_axis VectorVectors( vecAxis, vecRight, vecUp ); //CrossProduct( vecAxis, vecUp, vecRight ); //VectorNormalize( vecRight ); //VectorNormalize( vecUp ); // Set up the plane to measure horizontal dist. axis.InitializePlane( vecRight, GetAbsOrigin() ); hDist = fabs( axis.PointDist( vecPoint ) ); axis.InitializePlane( vecUp, GetAbsOrigin() ); vDist = fabs( axis.PointDist( vecPoint ) ); return MAX( hDist, vDist ); } else { return FLT_MAX; } } else { // I'm a point magnet. Just return dist return ( GetAbsOrigin() - vecPoint ).Length(); } }