//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $NoKeywords: $ //===========================================================================// #include "cbase.h" #include "c_basetempentity.h" #include "particle_simple3d.h" #include "tier1/KeyValues.h" #include "toolframework_client.h" #include "fx.h" #include "tier0/vprof.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define PI 3.14159265359 #define GLASS_SHARD_MIN_LIFE 2 #define GLASS_SHARD_MAX_LIFE 5 #define GLASS_SHARD_NOISE 0.3 #define GLASS_SHARD_GRAVITY 500 #define GLASS_SHARD_DAMPING 0.3 #include "clienteffectprecachesystem.h" CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectGlassShatter ) CLIENTEFFECT_MATERIAL( "effects/fleck_glass1" ) CLIENTEFFECT_MATERIAL( "effects/fleck_glass2" ) CLIENTEFFECT_MATERIAL( "effects/fleck_tile1" ) CLIENTEFFECT_MATERIAL( "effects/fleck_tile2" ) CLIENTEFFECT_REGISTER_END() //################################################### // > C_TEShatterSurface //################################################### class C_TEShatterSurface : public C_BaseTempEntity { public: DECLARE_CLASS( C_TEShatterSurface, C_BaseTempEntity ); DECLARE_CLIENTCLASS(); C_TEShatterSurface( void ); ~C_TEShatterSurface( void ); virtual void PostDataUpdate( DataUpdateType_t updateType ); private: // Recording void RecordShatterSurface( ); public: Vector m_vecOrigin; QAngle m_vecAngles; Vector m_vecForce; Vector m_vecForcePos; float m_flWidth; float m_flHeight; float m_flShardSize; PMaterialHandle m_pMaterialHandle; int m_nSurfaceType; byte m_uchFrontColor[3]; byte m_uchBackColor[3]; }; //------------------------------------------------------------------------------ // Networking //------------------------------------------------------------------------------ IMPLEMENT_CLIENTCLASS_EVENT_DT(C_TEShatterSurface, DT_TEShatterSurface, CTEShatterSurface) RecvPropVector( RECVINFO(m_vecOrigin)), RecvPropVector( RECVINFO(m_vecAngles)), RecvPropVector( RECVINFO(m_vecForce)), RecvPropVector( RECVINFO(m_vecForcePos)), RecvPropFloat( RECVINFO(m_flWidth)), RecvPropFloat( RECVINFO(m_flHeight)), RecvPropFloat( RECVINFO(m_flShardSize)), RecvPropInt( RECVINFO(m_nSurfaceType)), RecvPropInt( RECVINFO(m_uchFrontColor[0])), RecvPropInt( RECVINFO(m_uchFrontColor[1])), RecvPropInt( RECVINFO(m_uchFrontColor[2])), RecvPropInt( RECVINFO(m_uchBackColor[0])), RecvPropInt( RECVINFO(m_uchBackColor[1])), RecvPropInt( RECVINFO(m_uchBackColor[2])), END_RECV_TABLE() //------------------------------------------------------------------------------ // Constructor, destructor //------------------------------------------------------------------------------ C_TEShatterSurface::C_TEShatterSurface( void ) { m_vecOrigin.Init(); m_vecAngles.Init(); m_vecForce.Init(); m_vecForcePos.Init(); m_flWidth = 16.0; m_flHeight = 16.0; m_flShardSize = 3; m_nSurfaceType = SHATTERSURFACE_GLASS; m_uchFrontColor[0] = 255; m_uchFrontColor[1] = 255; m_uchFrontColor[2] = 255; m_uchBackColor[0] = 255; m_uchBackColor[1] = 255; m_uchBackColor[2] = 255; } C_TEShatterSurface::~C_TEShatterSurface() { } //----------------------------------------------------------------------------- // Recording //----------------------------------------------------------------------------- void C_TEShatterSurface::RecordShatterSurface( ) { if ( !ToolsEnabled() ) return; if ( clienttools->IsInRecordingMode() ) { Color front( m_uchFrontColor[0], m_uchFrontColor[1], m_uchFrontColor[2], 255 ); Color back( m_uchBackColor[0], m_uchBackColor[1], m_uchBackColor[2], 255 ); KeyValues *msg = new KeyValues( "TempEntity" ); msg->SetInt( "te", TE_SHATTER_SURFACE ); msg->SetString( "name", "TE_ShatterSurface" ); msg->SetFloat( "time", gpGlobals->curtime ); msg->SetFloat( "originx", m_vecOrigin.x ); msg->SetFloat( "originy", m_vecOrigin.y ); msg->SetFloat( "originz", m_vecOrigin.z ); msg->SetFloat( "anglesx", m_vecAngles.x ); msg->SetFloat( "anglesy", m_vecAngles.y ); msg->SetFloat( "anglesz", m_vecAngles.z ); msg->SetFloat( "forcex", m_vecForce.x ); msg->SetFloat( "forcey", m_vecForce.y ); msg->SetFloat( "forcez", m_vecForce.z ); msg->SetFloat( "forceposx", m_vecForcePos.x ); msg->SetFloat( "forceposy", m_vecForcePos.y ); msg->SetFloat( "forceposz", m_vecForcePos.z ); msg->SetColor( "frontcolor", front ); msg->SetColor( "backcolor", back ); msg->SetFloat( "width", m_flWidth ); msg->SetFloat( "height", m_flHeight ); msg->SetFloat( "size", m_flShardSize ); msg->SetInt( "surfacetype", m_nSurfaceType ); ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg ); msg->deleteThis(); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_TEShatterSurface::PostDataUpdate( DataUpdateType_t updateType ) { VPROF( "C_TEShatterSurface::PostDataUpdate" ); RecordShatterSurface(); CSmartPtr pGlassEmitter = CSimple3DEmitter::Create( "C_TEShatterSurface 1" ); pGlassEmitter->SetSortOrigin( m_vecOrigin ); Vector vecColor; engine->ComputeLighting( m_vecOrigin, NULL, true, vecColor ); // HACK: Blend a little toward white to match the materials... VectorLerp( vecColor, Vector( 1, 1, 1 ), 0.3, vecColor ); PMaterialHandle *hMaterial; if (m_nSurfaceType == SHATTERSURFACE_GLASS) { hMaterial = g_Mat_Fleck_Glass; } else { hMaterial = g_Mat_Fleck_Tile; } // --------------------------------------------------- // Figure out number of particles required to fill space // --------------------------------------------------- int nNumWide = m_flWidth / m_flShardSize; int nNumHigh = m_flHeight / m_flShardSize; Vector vWidthStep,vHeightStep; AngleVectors(m_vecAngles,NULL,&vWidthStep,&vHeightStep); vWidthStep *= m_flShardSize; vHeightStep *= m_flShardSize; // --------------------- // Create glass shards // ---------------------- Vector vCurPos = m_vecOrigin; vCurPos.x += 0.5*m_flShardSize; vCurPos.z += 0.5*m_flShardSize; float flMinSpeed = 9999999999.0f; float flMaxSpeed = 0; Particle3D *pParticle = NULL; for (int width=0;widthAddParticle( sizeof(Particle3D), hMaterial[random->RandomInt(0,1)], vCurPos ); Vector vForceVel = Vector(0,0,0); if (random->RandomInt(0, 3) != 0) { float flForceDistSqr = (vCurPos - m_vecForcePos).LengthSqr(); vForceVel = m_vecForce; if (flForceDistSqr > 0 ) { vForceVel *= ( 40.0f / flForceDistSqr ); } } if (pParticle) { pParticle->m_flLifeRemaining = random->RandomFloat(GLASS_SHARD_MIN_LIFE,GLASS_SHARD_MAX_LIFE); pParticle->m_vecVelocity = vForceVel; pParticle->m_vecVelocity += RandomVector(-25,25); pParticle->m_uchSize = m_flShardSize + random->RandomFloat(-0.5*m_flShardSize,0.5*m_flShardSize); pParticle->m_vAngles = m_vecAngles; pParticle->m_flAngSpeed = random->RandomFloat(-400,400); pParticle->m_uchFrontColor[0] = (byte)(m_uchFrontColor[0] * vecColor.x ); pParticle->m_uchFrontColor[1] = (byte)(m_uchFrontColor[1] * vecColor.y ); pParticle->m_uchFrontColor[2] = (byte)(m_uchFrontColor[2] * vecColor.z ); pParticle->m_uchBackColor[0] = (byte)(m_uchBackColor[0] * vecColor.x ); pParticle->m_uchBackColor[1] = (byte)(m_uchBackColor[1] * vecColor.y ); pParticle->m_uchBackColor[2] = (byte)(m_uchBackColor[2] * vecColor.z ); } // Keep track of min and max speed for collision detection float flForceSpeed = vForceVel.Length(); if (flForceSpeed > flMaxSpeed) { flMaxSpeed = flForceSpeed; } if (flForceSpeed < flMinSpeed) { flMinSpeed = flForceSpeed; } vCurPos += vHeightStep; } vCurPos -= nNumHigh*vHeightStep; vCurPos += vWidthStep; } // -------------------------------------------------- // Set collision parameters // -------------------------------------------------- Vector vMoveDir = m_vecForce; VectorNormalize(vMoveDir); pGlassEmitter->m_ParticleCollision.Setup( m_vecOrigin, &vMoveDir, GLASS_SHARD_NOISE, flMinSpeed, flMaxSpeed, GLASS_SHARD_GRAVITY, GLASS_SHARD_DAMPING ); } void TE_ShatterSurface( IRecipientFilter& filter, float delay, const Vector* pos, const QAngle* angle, const Vector* vForce, const Vector* vForcePos, float width, float height, float shardsize, ShatterSurface_t surfacetype, int front_r, int front_g, int front_b, int back_r, int back_g, int back_b) { // Major hack to simulate receiving network message __g_C_TEShatterSurface.m_vecOrigin = *pos; __g_C_TEShatterSurface.m_vecAngles = *angle; __g_C_TEShatterSurface.m_vecForce = *vForce; __g_C_TEShatterSurface.m_vecForcePos = *vForcePos; __g_C_TEShatterSurface.m_flWidth = width; __g_C_TEShatterSurface.m_flHeight = height; __g_C_TEShatterSurface.m_flShardSize = shardsize; __g_C_TEShatterSurface.m_nSurfaceType = surfacetype; __g_C_TEShatterSurface.m_uchFrontColor[0] = front_r; __g_C_TEShatterSurface.m_uchFrontColor[1] = front_g; __g_C_TEShatterSurface.m_uchFrontColor[2] = front_b; __g_C_TEShatterSurface.m_uchBackColor[0] = back_r; __g_C_TEShatterSurface.m_uchBackColor[1] = back_g; __g_C_TEShatterSurface.m_uchBackColor[2] = back_b; __g_C_TEShatterSurface.PostDataUpdate( DATA_UPDATE_CREATED ); } void TE_ShatterSurface( IRecipientFilter& filter, float delay, KeyValues *pKeyValues ) { Vector vecOrigin, vecForce, vecForcePos; QAngle angles; vecOrigin.x = pKeyValues->GetFloat( "originx" ); vecOrigin.y = pKeyValues->GetFloat( "originy" ); vecOrigin.z = pKeyValues->GetFloat( "originz" ); angles.x = pKeyValues->GetFloat( "anglesx" ); angles.y = pKeyValues->GetFloat( "anglesy" ); angles.z = pKeyValues->GetFloat( "anglesz" ); vecForce.x = pKeyValues->GetFloat( "forcex" ); vecForce.y = pKeyValues->GetFloat( "forcey" ); vecForce.z = pKeyValues->GetFloat( "forcez" ); vecForcePos.x = pKeyValues->GetFloat( "forceposx" ); vecForcePos.y = pKeyValues->GetFloat( "forceposy" ); vecForcePos.z = pKeyValues->GetFloat( "forceposz" ); Color front = pKeyValues->GetColor( "frontcolor" ); Color back = pKeyValues->GetColor( "backcolor" ); float flWidth = pKeyValues->GetFloat( "width" ); float flHeight = pKeyValues->GetFloat( "height" ); float flSize = pKeyValues->GetFloat( "size" ); ShatterSurface_t nSurfaceType = (ShatterSurface_t)pKeyValues->GetInt( "surfacetype" ); TE_ShatterSurface( filter, 0.0f, &vecOrigin, &angles, &vecForce, &vecForcePos, flWidth, flHeight, flSize, nSurfaceType, front.r(), front.g(), front.b(), back.r(), back.g(), back.b() ); }