Simulated Bullets: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
Line 33: Line 33:
m_vOrigin = vec3_origin;
m_vOrigin = vec3_origin;
m_flInitialBulletSpeed = m_flBulletSpeed = BULLET_SPEED;
m_flInitialBulletSpeed = m_flBulletSpeed = BULLET_SPEED;
m_flBulletTime = 0;
m_flEntryDensity = m_flLagCompensation = 0.0f;
m_flLagCompensation = 0.0f;
}
}


Line 42: Line 41:
m_vOrigin = bullet.m_vecSrc;
m_vOrigin = bullet.m_vecSrc;
m_flInitialBulletSpeed = m_flBulletSpeed = BULLET_SPEED;
m_flInitialBulletSpeed = m_flBulletSpeed = BULLET_SPEED;
m_flBulletTime = 0;
m_flEntryDensity = 0.0f;
m_flLagCompensation = lagCompensation;
m_flLagCompensation = lagCompensation;
m_pIgnoreList = new CTraceFilterSimpleList(COLLISION_GROUP_NONE);
m_pIgnoreList = new CTraceFilterSimpleList(COLLISION_GROUP_NONE);
Line 60: Line 59:
float m_flBulletSpeed;
float m_flBulletSpeed;
float m_flInitialBulletSpeed;
float m_flInitialBulletSpeed;
float m_flBulletTime;
float m_flLagCompensation;
float m_flLagCompensation;
float m_flEntryDensity;
CUtlVector<CBaseEntity *> m_pCompensationConsiderations;//Couldn't resist
CUtlVector<CBaseEntity *> m_pCompensationConsiderations;//Couldn't resist
CTraceFilterSimpleList *m_pIgnoreList;//already hit
CTraceFilterSimpleList *m_pIgnoreList;//already hit
CTraceFilterSkipTwoEntities *m_pTwoEnts;
CTraceFilterSkipTwoEntities *m_pTwoEnts;
float m_flLastDensity;
};
};
class CBulletManager : public CBaseEntity
class CBulletManager : public CBaseEntity
Line 81: Line 79:
void RemoveBullet(int index);
void RemoveBullet(int index);
inline bool IsInWorld(int index);
inline bool IsInWorld(int index);
inline float GetSpeedMod(int index, float flDensity);
};</pre>
};</pre>


Line 121: Line 118:
{
{
#define CUR m_rgBullets[index]
#define CUR m_rgBullets[index]
CUR.m_flBulletTime += time;
trace_t trace, trace_back;
trace_t trace, trace_back;
Vector m_vOldOrigin(CUR.m_vOrigin);
Vector m_vOldOrigin(CUR.m_vOrigin);
Vector m_vTraceStart(CUR.m_vOrigin);
Vector m_vTraceStart(CUR.m_vOrigin);
DevMsg("BulletSpeed %f LastDensity %f\n",CUR.m_flBulletSpeed, CUR.m_flLastDensity);
DevMsg("BulletSpeed %f\n",CUR.m_flBulletSpeed);
CUR.m_vOrigin += CUR.m_Bullet.m_vecDirShooting * CUR.m_flBulletSpeed * time;//in/100th of a sec * 100th of a sec
Vector vecNewRay = CUR.m_Bullet.m_vecDirShooting * CUR.m_flBulletSpeed * time;
CUR.m_vOrigin += vecNewRay;//in/100th of a sec * 100th of a sec


float flLastDensity=0.0f;
Vector vecEntryPosition;
Vector vecExitPosition;
float flPenetrationDistance = 0.0f;
do
do
{
{
UTIL_TraceLine( m_vTraceStart, CUR.m_vOrigin, MASK_SHOT, CUR.m_pTwoEnts, &trace );
UTIL_TraceLine( m_vTraceStart, CUR.m_vOrigin, MASK_SHOT, CUR.m_pTwoEnts, &trace );
if(trace.allsolid)
if(trace.allsolid)//in solid
{
{
trace.endpos = CUR.m_vOrigin;
trace.endpos = CUR.m_vOrigin;
trace.fraction = 1.0f;
trace.fraction = 1.0f;
if(flLastDensity!=0.0f)
CUR.m_flBulletSpeed -= CUR.m_flBulletSpeed * CUR.m_flEntryDensity / 1000.0f;
CUR.m_flBulletSpeed -= GetSpeedMod(index, flLastDensity);
break;
break;
}
else if(trace.startsolid)
{
//Do penetration surface impact stuff here
//trace.fractionleftsolid
flLastDensity = 0.0f;
}
}
else
else
{
{
if(trace.surface.name[0]!='*'&&!(trace.surface.flags & SURF_SKY))
if(trace.startsolid)//exit solid
{
{
//Do surface impact stuff here
//TODO: penetration surface impact stuff
flLastDensity = physprops->GetSurfaceData(trace.surface.surfaceProps)->physics.density;
vecExitPosition = trace.fractionleftsolid * vecNewRay + m_vTraceStart;
CUR.m_flBulletSpeed -= trace.fractionleftsolid * GetSpeedMod(index, flLastDensity);
flPenetrationDistance = vecEntryPosition.DistTo(vecExitPosition);
CUR.m_flBulletSpeed -= flPenetrationDistance * CUR.m_flEntryDensity / 1000.0f;
}
}
}
else if(trace.fraction!=1.0f)//hit solid
if(trace.DidHitNonWorldEntity())
{
if(CUR.m_pIgnoreList->ShouldHitEntity(trace.m_pEnt,MASK_SHOT))
{
{
CUR.m_pIgnoreList->AddEntityToIgnore(trace.m_pEnt);
//TODO: surface impact stuff
//Do entity impact stuff here
CUR.m_flEntryDensity = physprops->GetSurfaceData(trace.surface.surfaceProps)->physics.density;
vecEntryPosition = trace.endpos;
if(trace.DidHitNonWorldEntity())
{
if(CUR.m_pIgnoreList->ShouldHitEntity(trace.m_pEnt,MASK_SHOT))
{
CUR.m_pIgnoreList->AddEntityToIgnore(trace.m_pEnt);
//TODO: entity impact stuff
}
}
}
}
}
}
m_vTraceStart = trace.endpos + CUR.m_Bullet.m_vecDirShooting;
m_vTraceStart = trace.endpos + CUR.m_Bullet.m_vecDirShooting;
}while(trace.endpos!=CUR.m_vOrigin);
}while(trace.endpos!=CUR.m_vOrigin&&CUR.m_flBulletSpeed>0.0f);


#ifndef _DEBUG
#ifndef _DEBUG
Line 226: Line 225:
if (m_rgBullets[index].m_vOrigin.z <= MIN_COORD_INTEGER) return false;
if (m_rgBullets[index].m_vOrigin.z <= MIN_COORD_INTEGER) return false;
return true;
return true;
}
inline float CBulletManager::GetSpeedMod(int index, float flDensity)
{
if(!flDensity)
return 0.0f;
if(flDensity>100)
return fabs(100.0f-flDensity) / 100.0f;
else
return flDensity / 100.0f;
}</pre>
}</pre>



Revision as of 13:45, 21 November 2005

Preface

Basically, with simulated bullets, the aspects of physics are going to tried to be captured by simulating them in batch simulation code. So far the code is all server-side and is later expected to be client-side simulated with similar code.


Note.pngNote:This code is a work in progress. Feel free to make helpful changes. To test the code, you can bind a key to createbullet ingame and that will fire a bullet from your view with a line drawn along its path.

Body

This code is WIP by ts2do

cl_dll

c_bullet_manager.cpp

#include "cbase.h"
CON_COMMAND_F(createbullet,NULL,FCVAR_CHEAT)
{
	engine->ServerCmd(VarArgs("createbullet_s %f\n",gpGlobals->curtime));
}

dlls

bullet_manager.h

#define MAX_BULLETS 256
#define BULLET_SPEED 240//inches per hundredths of a second
class CBulletManager;
extern CBulletManager *g_pBulletManager;
inline CBulletManager *BulletManager()
{
	return g_pBulletManager;
}
extern ConVar g_debug_bullets;
struct SimulatedBullet_t
{
	SimulatedBullet_t()
	{
		m_Bullet = FireBulletsInfo_t();
		m_vOrigin = vec3_origin;
		m_flInitialBulletSpeed = m_flBulletSpeed = BULLET_SPEED;
		m_flEntryDensity = m_flLagCompensation = 0.0f;
	}

	SimulatedBullet_t( FireBulletsInfo_t &bullet, float lagCompensation )
	{
		m_Bullet = bullet;
		m_vOrigin = bullet.m_vecSrc;
		m_flInitialBulletSpeed = m_flBulletSpeed = BULLET_SPEED;
		m_flEntryDensity = 0.0f;
		m_flLagCompensation = lagCompensation;
		m_pIgnoreList = new CTraceFilterSimpleList(COLLISION_GROUP_NONE);
		m_pIgnoreList->AddEntityToIgnore(m_Bullet.m_pAttacker);
		m_pIgnoreList->AddEntityToIgnore(m_Bullet.m_pAdditionalIgnoreEnt);
		m_pTwoEnts = new CTraceFilterSkipTwoEntities(m_Bullet.m_pAttacker,m_Bullet.m_pAdditionalIgnoreEnt,COLLISION_GROUP_NONE);
	}
	void DeletePointers(void)
	{
		//leave the compensation considerations because they're entities
		delete m_pIgnoreList;
		delete m_pTwoEnts;
	}

	FireBulletsInfo_t m_Bullet;
	Vector m_vOrigin;
	float m_flBulletSpeed;
	float m_flInitialBulletSpeed;
	float m_flLagCompensation;
	float m_flEntryDensity;
	CUtlVector<CBaseEntity *> m_pCompensationConsiderations;//Couldn't resist
	CTraceFilterSimpleList *m_pIgnoreList;//already hit
	CTraceFilterSkipTwoEntities *m_pTwoEnts;
};
class CBulletManager : public CBaseEntity
{
	DECLARE_CLASS( CBulletManager, CBaseEntity );
public:
	SimulatedBullet_t m_rgBullets[MAX_BULLETS];
	int m_iLastBullet;

	CBulletManager();
	void Spawn(void);
	void Think(void);
	void SimulateBullet(int index, float time=1.0f);
	void AddBullet(FireBulletsInfo_t &bullet, float lagCompensation);
	void RemoveBullet(int index);
	inline bool IsInWorld(int index);
};

bullet_manager.cpp

#include "cbase.h"
#include "movevars_shared.h"
#include "util_shared.h"
#include "bullet_manager.h"
ConVar g_debug_bullets( "g_debug_bullets", "0", FCVAR_CHEAT );
CBulletManager *g_pBulletManager;
LINK_ENTITY_TO_CLASS( bullet_manager, CBulletManager );
CBulletManager::CBulletManager()
{
	Q_memset( m_rgBullets, 0, MAX_BULLETS );
	m_iLastBullet = -1;
}
CON_COMMAND_F(createbullet_s,NULL,FCVAR_CHEAT)
{
	Assert(BulletManager());
	if(!BulletManager())
		return;
	CBasePlayer *pPlayer = UTIL_GetCommandClient();
	if(!pPlayer)
		return;
	Vector dir;
	pPlayer->EyeVectors(&dir);
	FireBulletsInfo_t info(1,pPlayer->EyePosition(),dir,vec3_origin,0,0);
	info.m_pAttacker = pPlayer;
	float lag = gpGlobals->curtime - atof(engine->Cmd_Argv(1));
	if(lag<0.0f||lag==gpGlobals->curtime)
		lag=0.0f;
	BulletManager()->AddBullet(info,lag);
}
void CBulletManager::Spawn(void)
{
	Think();
}
void CBulletManager::SimulateBullet(int index, float time/*=1.0f 100ths of sec*/)
{
#define CUR m_rgBullets[index]
	trace_t trace, trace_back;
	Vector m_vOldOrigin(CUR.m_vOrigin);
	Vector m_vTraceStart(CUR.m_vOrigin);
	DevMsg("BulletSpeed %f\n",CUR.m_flBulletSpeed);
	Vector vecNewRay = CUR.m_Bullet.m_vecDirShooting * CUR.m_flBulletSpeed * time;
	CUR.m_vOrigin += vecNewRay;//in/100th of a sec * 100th of a sec

	Vector vecEntryPosition;
	Vector vecExitPosition;
	float flPenetrationDistance = 0.0f;
	do
	{
		UTIL_TraceLine( m_vTraceStart, CUR.m_vOrigin, MASK_SHOT, CUR.m_pTwoEnts, &trace );
		if(trace.allsolid)//in solid
		{
			trace.endpos = CUR.m_vOrigin;
			trace.fraction = 1.0f;
			CUR.m_flBulletSpeed -= CUR.m_flBulletSpeed * CUR.m_flEntryDensity / 1000.0f;
			break;
		}
		else
		{
			if(trace.startsolid)//exit solid
			{
				//TODO: penetration surface impact stuff
				vecExitPosition = trace.fractionleftsolid * vecNewRay + m_vTraceStart;
				flPenetrationDistance = vecEntryPosition.DistTo(vecExitPosition);
				CUR.m_flBulletSpeed -= flPenetrationDistance * CUR.m_flEntryDensity / 1000.0f;
			}
			else if(trace.fraction!=1.0f)//hit solid
			{
				//TODO: surface impact stuff
				CUR.m_flEntryDensity = physprops->GetSurfaceData(trace.surface.surfaceProps)->physics.density;
				vecEntryPosition = trace.endpos;
				if(trace.DidHitNonWorldEntity())
				{
					if(CUR.m_pIgnoreList->ShouldHitEntity(trace.m_pEnt,MASK_SHOT))
					{
						CUR.m_pIgnoreList->AddEntityToIgnore(trace.m_pEnt);
						//TODO: entity impact stuff
					}
				}
			}
		}
		m_vTraceStart = trace.endpos + CUR.m_Bullet.m_vecDirShooting;
	}while(trace.endpos!=CUR.m_vOrigin&&CUR.m_flBulletSpeed>0.0f);

#ifndef _DEBUG
	if(g_debug_bullets.GetBool())
#endif
	{
		NDebugOverlay::Line(m_vOldOrigin,CUR.m_vOrigin, 255, 255, 255, true, 10.0f );
		NDebugOverlay::Cross3D(CUR.m_vOrigin, 16, 255, 0, 0, true, 10.0f);
	}

	if(CUR.m_flBulletSpeed<=0.0f||!IsInWorld(index))
		RemoveBullet(index);
#undef CUR
}
void CBulletManager::Think(void)
{
	for(int x=0;x<=m_iLastBullet;x++)
	{
		SimulateBullet(x);
	}
	SetNextThink( gpGlobals->curtime + 0.01f );
}
void CBulletManager::AddBullet(FireBulletsInfo_t &bullet,float lagCompensation)
{
	if(m_iLastBullet==MAX_BULLETS-1)//256 simultaneous bullets in the air is mayhem
	{//let's do something reckless on bullet mayhem
		Assert(m_iLastBullet!=MAX_BULLETS-1);
		Warning("Bullet queue filled (Removing bullet #0)\n");
		RemoveBullet(0);
	}
	else
		m_iLastBullet++;
	DevMsg("Bullet Created (%i) LagCompensation %f\n",m_iLastBullet,lagCompensation);
	m_rgBullets[m_iLastBullet] = SimulatedBullet_t(bullet,lagCompensation);
	if(lagCompensation!=0.0f)
		SimulateBullet(m_iLastBullet, lagCompensation*100);
}
void CBulletManager::RemoveBullet(int index)
{
	if(m_iLastBullet!=index)
	{
		m_rgBullets[index].DeletePointers();
		m_rgBullets[index] = m_rgBullets[m_iLastBullet];
		DevMsg("Bullet #%i Destroyed; Replacing with #%i\n",index, m_iLastBullet);
	}
	else
	{
		m_rgBullets[index].DeletePointers();
		DevMsg("Bullet #%i Destroyed\n",index);
	}
	m_rgBullets[m_iLastBullet] = SimulatedBullet_t();
	m_iLastBullet--;
}
inline bool CBulletManager::IsInWorld(int index)
{
	if (m_rgBullets[index].m_vOrigin.x >= MAX_COORD_INTEGER) return false;
	if (m_rgBullets[index].m_vOrigin.y >= MAX_COORD_INTEGER) return false;
	if (m_rgBullets[index].m_vOrigin.z >= MAX_COORD_INTEGER) return false;
	if (m_rgBullets[index].m_vOrigin.x <= MIN_COORD_INTEGER) return false;
	if (m_rgBullets[index].m_vOrigin.y <= MIN_COORD_INTEGER) return false;
	if (m_rgBullets[index].m_vOrigin.z <= MIN_COORD_INTEGER) return false;
	return true;
}

Implementation

bullet_manager entity

gamerules.cpp

Add
#include "bullet_manager.h"
After
#include "filesystem.h"

Add
g_pBulletManager = (CBulletManager*)CBaseEntity::Create( "bullet_manager", vec3_origin, vec3_angle );
After
g_pPlayerResource = (CPlayerResource*)CBaseEntity::Create( "player_manager", vec3_origin, vec3_angle );

Making weapons shoot them