hl2_src-leak-2017/src/game/client/tf2/ground_line.cpp

419 lines
9.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ground_line.h"
#include "mathlib/vplane.h"
#include "beamdraw.h"
#include "bitvec.h"
#include "clientmode_commander.h"
#include <vgui_controls/Controls.h>
#include <vgui/ISurface.h>
#include "clienteffectprecachesystem.h"
#include "tier0/vprof.h"
#define MAX_DOWN_DIST 300
#define MAX_UP_DIST 300
#define XY_PER_SEGMENT 100
CLIENTEFFECT_REGISTER_BEGIN( PrecacheGroundLine )
CLIENTEFFECT_MATERIAL( "player/support/mortarline" )
CLIENTEFFECT_REGISTER_END()
static CUtlLinkedList< CGroundLine*, unsigned short > s_GroundLines;
// ---------------------------------------------------------------------- //
// Helpers.
// ---------------------------------------------------------------------- //
VPlane VPlaneFromCPlane(const cplane_t &plane)
{
if(plane.signbits)
return VPlane(-plane.normal, -plane.dist);
else
return VPlane(plane.normal, plane.dist);
}
Vector ClipEndPos(const Vector &vStart, const Vector &vEnd, float clipDist, VPlane *pPlane)
{
trace_t trace;
UTIL_TraceLine(vStart, vEnd, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trace);
if(trace.fraction < 1)
{
*pPlane = VPlaneFromCPlane(trace.plane);
return trace.endpos + pPlane->m_Normal * clipDist;
}
else
{
pPlane->m_Normal.Init(0,0,1);
pPlane->m_Dist = DotProduct(pPlane->m_Normal, vEnd);
return vEnd;
}
}
// Tries to find the closest surface point to the specified point.
Vector FindBestSurfacePoint(const Vector &vPos)
{
static float stepDist = 500;
static float flHeightAboveGround = 20;
// First, find an inside point.
// Test upwards.
trace_t trace;
UTIL_TraceLine(
Vector(vPos[0], vPos[1], vPos[2] + stepDist),
vPos,
MASK_SOLID_BRUSHONLY,
NULL,
COLLISION_GROUP_NONE,
&trace);
if(trace.fraction < 1 && trace.fraction != 0)
{
return Vector(trace.endpos[0], trace.endpos[1], trace.endpos[2] + flHeightAboveGround );
}
// Test down.
UTIL_TraceLine(
vPos,
Vector(vPos[0], vPos[1], vPos[2] - stepDist),
MASK_SOLID_BRUSHONLY,
NULL,
COLLISION_GROUP_NONE,
&trace);
if(trace.fraction < 1 && trace.fraction != 0)
{
return Vector(trace.endpos[0], trace.endpos[1], trace.endpos[2] + flHeightAboveGround );
}
return vPos;
}
// Tries to find the place in the world geometry which blocks vStart from the line segment (vEnd1, vEnd2).
// Uses a binary search so your error is |vEnd2 - vEnd1| ^ (1 / nIterations)
bool BinSearchSegments(const Vector &vStart, const Vector &vEnd1, const Vector &vEnd2, int nIterations, Vector *out)
{
trace_t trace;
// If what was passed into us already intersects then there's nothing we can do.
UTIL_TraceLine(vStart, vEnd2, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trace);
if(trace.fraction < 1)
return false;
Vector vecs[2] = {vEnd1, vEnd2};
int iIntersect = 0; // Which vector intersects.
for(int i=0; i < nIterations; i++)
{
// Test the midpoint.
Vector mid = (vecs[0] + vecs[1]) * 0.5f;
UTIL_TraceLine(vStart, mid, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trace);
if(trace.fraction < 1)
vecs[iIntersect] = mid;
else
vecs[!iIntersect] = mid;
}
*out = (vecs[0] + vecs[1]) * 0.5f;
return true;
}
// Tries to snap the point to its underlying plane's z.
Vector SnapToPlane(const Vector &v)
{
return v;
trace_t trace;
UTIL_TraceLine(Vector(v[0], v[1], v[2] + 50), Vector(v[0], v[1], v[2] - 50),
MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trace);
if(trace.fraction < 1)
return Vector(v[0], v[1], trace.endpos[2] + 3);
else
return v;
}
// ---------------------------------------------------------------------- //
// CGroundLine implementation.
// ---------------------------------------------------------------------- //
CGroundLine::CGroundLine()
: BaseClass( NULL, "CGroundLine" )
{
m_pMaterial = NULL;
m_ListHandle = s_GroundLines.AddToHead( this );
SetParent( CMinimapPanel::MinimapRootPanel() );
m_nPoints = 0;
SetVisible( true );
SetPaintBackgroundEnabled( false );
}
CGroundLine::~CGroundLine()
{
s_GroundLines.Remove( m_ListHandle );
m_vStart.Init();
m_vEnd.Init();
m_LineWidth = 1;
}
bool CGroundLine::Init(const char *pMaterialName)
{
m_pMaterial = materials->FindMaterial(pMaterialName, TEXTURE_GROUP_CLIENT_EFFECTS);
return !!m_pMaterial;
}
void CGroundLine::SetParameters(
const Vector &vStart,
const Vector &vEnd,
const Vector &vStartColor, // Color values 0-1
const Vector &vEndColor,
float alpha,
float lineWidth
)
{
m_vStart = vStart;
m_vEnd = vEnd;
m_vStartColor = vStartColor;
m_vEndColor = vEndColor;
m_Alpha = alpha;
m_LineWidth = lineWidth;
Vector vTo( vEnd.x - vStart.x, vEnd.y - vStart.y, 0 );
float flXYLen = vTo.Length();
// Recalculate our segment list.
unsigned int nSteps = (int)flXYLen / XY_PER_SEGMENT;
nSteps = clamp( nSteps, 8, MAX_GROUNDLINE_SEGMENTS ) & ~1;
unsigned int nMaxSteps = nSteps / 2;
// First generate the sequence. We generate every other point here so it can insert fixup points to prevent
// it from crossing world geometry.
Vector pt[MAX_GROUNDLINE_SEGMENTS];
Vector vStep = (Vector(m_vEnd[0], m_vEnd[1], 0) - Vector(m_vStart[0], m_vStart[1], 0)) / (nMaxSteps-1);
pt[0] = FindBestSurfacePoint(m_vStart);
unsigned int i;
for(i=1; i < nMaxSteps; i++)
pt[i<<1] = FindBestSurfacePoint(pt[(i-1)<<1] + vStep);
CBitVec<MAX_GROUNDLINE_SEGMENTS> pointsUsed;
pointsUsed.ClearAll();
// Now try to make sure they don't intersect the geometry.
for(i=0; i < nMaxSteps-1; i++)
{
Vector &a = pt[i<<1];
Vector &b = pt[(i+1)<<1];
trace_t trace;
UTIL_TraceLine(a, b, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trace);
if(trace.fraction < 1)
{
int cIndex = (i<<1)+1;
Vector &c = pt[cIndex];
// Ok, this line segment intersects the world. Do a binary search to try to find the
// point of intersection.
Vector hi, lo;
if(a.z < b.z)
{
hi = b;
lo = a;
}
else
{
hi = a;
lo = b;
}
if(BinSearchSegments(lo, hi, Vector(lo[0],lo[1],hi[2]), 15, &c))
{
pointsUsed.Set( cIndex );
}
else if(BinSearchSegments(lo, hi, Vector(hi[0],hi[1],hi[2]+500), 15, &c))
{
pointsUsed.Set( cIndex );
}
}
}
// Export the points.
m_nPoints = 0;
for(i=0; i < nSteps; i++)
{
// Every other point is always active.
if( pointsUsed.Get( i ) || !(i & 1) )
{
m_Points[m_nPoints] = pt[i];
++m_nPoints;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Set the visibility of the groundline
//-----------------------------------------------------------------------------
void CGroundLine::SetVisible( bool bVisible )
{
m_bVisible = bVisible;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the groundline's visible
//-----------------------------------------------------------------------------
bool CGroundLine::IsVisible( void )
{
return m_bVisible;
}
void CGroundLine::DrawAllGroundLines()
{
VPROF("CGroundLine::DrawAllGroundLines()");
unsigned short i;
for( i = s_GroundLines.Head(); i != s_GroundLines.InvalidIndex(); i = s_GroundLines.Next(i) )
{
s_GroundLines[i]->Draw();
}
}
void CGroundLine::Draw()
{
if ( !m_pMaterial || m_nPoints < 2 )
return;
if ( !IsVisible() )
return;
float flAlpha = m_Alpha;
if( g_pClientMode == ClientModeCommander() )
{
flAlpha = 1; // draw bright..
}
CBeamSegDraw beamDraw;
beamDraw.Start( m_nPoints, m_pMaterial );
for( unsigned int i=0; i < m_nPoints; i++ )
{
float t = (float)i / (m_nPoints - 1);
CBeamSeg seg;
seg.m_vPos = m_Points[i];
VectorLerp( m_vStartColor, m_vEndColor, t, seg.m_vColor );
seg.m_flTexCoord = 0;
seg.m_flWidth = m_LineWidth;
seg.m_flAlpha = m_Alpha;
beamDraw.NextSeg( &seg );
}
beamDraw.End();
}
static inline bool ClipLine( float &x1, float &y1, float &x2, float &y2, float xClip, float sign )
{
if( x1*sign < (xClip-0.001f)*sign )
{
if( x2*sign > (xClip+0.001f)*sign )
{
float t = (xClip-x1) / (x2 - x1);
x1 = x1 + (x2 - x1) * t;
y1 = y1 + (y2 - y1) * t;
}
else
{
return false;
}
}
else if( x2*sign < (xClip-0.001f)*sign )
{
if( x1*sign > (xClip+0.001f)*sign )
{
float t = (xClip-x1) / (x2 - x1);
x2 = x1 + (x2 - x1) * t;
y2 = y1 + (y2 - y1) * t;
}
else
{
return false;
}
}
return true;
}
void CGroundLine::Paint( )
{
vgui::Panel *pPanel = GetParent();
int wide, tall;
pPanel->GetSize( wide, tall );
float tPrev = 0;
float xPrev, yPrev;
CMinimapPanel::MinimapPanel()->WorldToMinimap( MINIMAP_NOCLIP, m_vStart, xPrev, yPrev );
int nSegs = 20;
for( int iSeg=1; iSeg <= nSegs; iSeg++ )
{
float t = (float)iSeg / nSegs;
Vector v3DPos;
VectorLerp( m_vStart, m_vEnd, t, v3DPos );
float x, y;
CMinimapPanel::MinimapPanel()->WorldToMinimap( MINIMAP_NOCLIP, v3DPos, x, y );
// Clip the line segment on X, then Y.
if( ClipLine( xPrev, yPrev, x, y, 0, 1 ) &&
ClipLine( xPrev, yPrev, x, y, wide, -1 ) &&
ClipLine( yPrev, xPrev, y, x, 0, 1 ) &&
ClipLine( yPrev, xPrev, y, x, tall, -1 ) )
{
Vector vColor;
VectorLerp( m_vStartColor, m_vEndColor, t, vColor );
vColor *= 255.9f;
vgui::surface()->DrawSetColor(
(unsigned char)RoundFloatToInt( vColor.x ),
(unsigned char)RoundFloatToInt( vColor.y ),
(unsigned char)RoundFloatToInt( vColor.z ),
255 );
vgui::surface()->DrawLine( xPrev, yPrev, x, y );
}
tPrev = t;
xPrev = x;
yPrev = y;
}
// Draw a marker at the endpoint.
float xEnd, yEnd;
if( CMinimapPanel::MinimapPanel()->WorldToMinimap( MINIMAP_NOCLIP, m_vEnd, xEnd, yEnd ) )
{
int ix = RoundFloatToInt( xEnd );
int iy = RoundFloatToInt( yEnd );
int rectSize=1;
vgui::surface()->DrawSetColor( 255, 255, 255, 255 );
vgui::surface()->DrawOutlinedRect( ix-rectSize, iy-rectSize, ix+rectSize, iy+rectSize );
}
}