bool CBoneFollower::Init( CBaseEntity *pOwner, const char *pModelName, solid_t &solid, const Vector &position, const QAngle &orientation )
{
	SetOwnerEntity( pOwner );
	UTIL_SetModel( this, pModelName );

	m_fEffects |= EF_NODRAW; // invisible
#if VISUALIZE_FOLLOWERS_BOUNDINGBOX
	m_debugOverlays |= OVERLAY_BBOX_BIT;
#endif

	m_modelIndex = modelinfo->GetModelIndex( pModelName );
	m_solidIndex = solid.index;
	SetAbsOrigin( position );
	SetAbsAngles( orientation );
	SetMoveType( MOVETYPE_PUSH );
	SetSolid( SOLID_VPHYSICS );
	SetCollisionGroup( pOwner->GetCollisionGroup() );
	AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );
	solid.params.pGameData = (void *)this;
	IPhysicsObject *pPhysics = VPhysicsInitShadow( false, false, &solid );
	if ( !pPhysics )
		return false;

	pPhysics->SetCallbackFlags( pPhysics->GetCallbackFlags() | CALLBACK_GLOBAL_TOUCH );
	pPhysics->EnableGravity( false );

	return true;
}
Ejemplo n.º 2
0
bool CGrenade_Brickbat::CreateVPhysics()
{
	VPhysicsInitNormal( SOLID_VPHYSICS, 0, false );
	IPhysicsObject *pPhysics = VPhysicsGetObject();
	if ( pPhysics )
	{
		// we want world touches
		unsigned int flags = pPhysics->GetCallbackFlags();
		pPhysics->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC );
	}

	return true;
}
bool CTripwireHook::CreateVPhysics()
{
	// Create the object in the physics system
	IPhysicsObject *pPhysicsObject = VPhysicsInitNormal( SOLID_BBOX, 0, false );
	
	// Make sure I get touch called for static geometry
	if ( pPhysicsObject )
	{
		int flags = pPhysicsObject->GetCallbackFlags();
		flags |= CALLBACK_GLOBAL_TOUCH_STATIC;
		pPhysicsObject->SetCallbackFlags(flags);
	}
	return true;
}
bool CNPC_Tentacle::CreateVPhysics( void )
{
	BaseClass::CreateVPhysics();

	IPhysicsObject *pPhysics = VPhysicsGetObject();
	if( pPhysics )
	{
		unsigned short flags = pPhysics->GetCallbackFlags();

		flags |= CALLBACK_GLOBAL_TOUCH;

		pPhysics->SetCallbackFlags( flags );
	}
	m_BoneFollowerManager.InitBoneFollowers( this, ARRAYSIZE(pTentacleFollowerBoneNames), pTentacleFollowerBoneNames );

	return true;
}
Ejemplo n.º 5
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void PhysCreateVirtualTerrain( CBaseEntity *pWorld, const objectparams_t &defaultParams )
{
	for ( int i = 0; i < MAX_MAP_DISPINFO; i++ )
	{
		virtualterrainparams_t params;
		params.index = i;
		CPhysCollide *pCollide = modelinfo->GetCollideForVirtualTerrain( params );
		if ( pCollide )
		{
			solid_t solid;
			solid.params = defaultParams;
			solid.params.enableCollisions = true;
			solid.params.pGameData = static_cast<void *>(pWorld);
			solid.params.pName = "world";
			int surfaceData = physprops->GetSurfaceIndex( "default" );
			// create this as part of the world
			IPhysicsObject *pObject = physenv->CreatePolyObjectStatic( pCollide, surfaceData, vec3_origin, vec3_angle, &solid.params );
			pObject->SetCallbackFlags( pObject->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
		}
	}
}
Ejemplo n.º 6
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void PhysCreateVirtualTerrain( CBaseEntity *pWorld, const objectparams_t &defaultParams )
{
	char nameBuf[1024];
	for ( int i = 0; i < MAX_MAP_DISPINFO; i++ )
	{
		CPhysCollide *pCollide = modelinfo->GetCollideForVirtualTerrain( i );
		if ( pCollide )
		{
			solid_t solid;
			solid.params = defaultParams;
			solid.params.enableCollisions = true;
			solid.params.pGameData = static_cast<void *>(pWorld);
			Q_snprintf(nameBuf, sizeof(nameBuf), "vdisp_%04d", i );
			solid.params.pName = nameBuf;
			int surfaceData = physprops->GetSurfaceIndex( "default" );
			// create this as part of the world
			IPhysicsObject *pObject = physenv->CreatePolyObjectStatic( pCollide, surfaceData, vec3_origin, vec3_angle, &solid.params );
			pObject->SetCallbackFlags( pObject->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
			pObject->SetCollisionHints( COLLISION_HINT_STATICSOLID );
		}
	}
}
bool CBoneFollower::Init( CBaseEntity *pOwner, const char *pModelName, solid_t &solid, const Vector &position, const QAngle &orientation )
{
	SetOwnerEntity( pOwner );
	UTIL_SetModel( this, pModelName );

	AddEffects( EF_NODRAW ); // invisible

	m_modelIndex = modelinfo->GetModelIndex( pModelName );
	m_solidIndex = solid.index;
	SetAbsOrigin( position );
	SetAbsAngles( orientation );
	SetMoveType( MOVETYPE_PUSH );
	SetSolid( SOLID_VPHYSICS );
	SetCollisionGroup( pOwner->GetCollisionGroup() );
	AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );
	solid.params.pGameData = (void *)this;
	IPhysicsObject *pPhysics = VPhysicsInitShadow( false, false, &solid );
	if ( !pPhysics )
		return false;

	// we can't use the default model bounds because each entity is only one bone of the model
	// so compute the OBB of the physics model and use that.
	Vector mins, maxs;
	physcollision->CollideGetAABB( &mins, &maxs, pPhysics->GetCollide(), vec3_origin, vec3_angle );
	SetCollisionBounds( mins, maxs );

	pPhysics->SetCallbackFlags( pPhysics->GetCallbackFlags() | CALLBACK_GLOBAL_TOUCH );
	pPhysics->EnableGravity( false );
	// This is not a normal shadow controller that is trying to go to a space occupied by an entity in the game physics
	// This entity is not running PhysicsPusher(), so Vphysics is supposed to move it
	// This line of code informs vphysics of that fact
	if ( pOwner->IsNPC() )
	{
		pPhysics->GetShadowController()->SetPhysicallyControlled( true );
	}

	return true;
}
Ejemplo n.º 8
0
IPhysicsObject *PhysCreateWorld_Shared( CBaseEntity *pWorld, vcollide_t *pWorldCollide, const objectparams_t &defaultParams )
{
	solid_t solid;
	fluid_t fluid;

	int surfaceData = physprops->GetSurfaceIndex( "default" );

	objectparams_t params = defaultParams;
	params.pGameData = static_cast<void *>(pWorld);
	params.pName = "world";

	IPhysicsObject *pWorldPhysics = physenv->CreatePolyObjectStatic( 
		pWorldCollide->solids[0], surfaceData, vec3_origin, vec3_angle, &params );

	// hint - saves vphysics some work
	pWorldPhysics->SetCallbackFlags( pWorldPhysics->GetCallbackFlags() | CALLBACK_NEVER_DELETED );

	//PhysCheckAdd( world, "World" );
	// walk the world keys in case there are some fluid volumes to create
	IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pWorldCollide );

	bool bCreateVirtualTerrain = false;
	while ( !pParse->Finished() )
	{
		const char *pBlock = pParse->GetCurrentBlockName();

		if ( !strcmpi( pBlock, "solid" ) || !strcmpi( pBlock, "staticsolid" ) )
		{
			solid.params = defaultParams;
			pParse->ParseSolid( &solid, &g_SolidSetup );
			solid.params.enableCollisions = true;
			solid.params.pGameData = static_cast<void *>(pWorld);
			solid.params.pName = "world";
			int surfaceData = physprops->GetSurfaceIndex( "default" );

			// already created world above
			if ( solid.index == 0 )
				continue;

			if ( !pWorldCollide->solids[solid.index] )
			{
				// this implies that the collision model is a mopp and the physics DLL doesn't support that.
				bCreateVirtualTerrain = true;
				continue;
			}
			// create this as part of the world
			IPhysicsObject *pObject = physenv->CreatePolyObjectStatic( pWorldCollide->solids[solid.index], 
				surfaceData, vec3_origin, vec3_angle, &solid.params );

			// invalid collision model or can't create, ignore
			if (!pObject)
				continue;

			pObject->SetCallbackFlags( pObject->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
			Assert( solid.contents != 0 );
			pObject->SetContents( solid.contents );
			if ( solid.contents & CONTENTS_SOLID )
			{
				pObject->SetCollisionHints(COLLISION_HINT_STATICSOLID);
			}

			if ( !pWorldPhysics )
			{
				pWorldPhysics = pObject;
			}
		}
		else if ( !strcmpi( pBlock, "fluid" ) )
		{
			pParse->ParseFluid( &fluid, NULL );

			// create a fluid for floating
			if ( fluid.index > 0 )
			{
				solid.params = defaultParams;	// copy world's params
				solid.params.enableCollisions = true;
				solid.params.pName = "fluid";
				solid.params.pGameData = static_cast<void *>(pWorld);
				fluid.params.pGameData = static_cast<void *>(pWorld);
				int surfaceData = physprops->GetSurfaceIndex( fluid.surfaceprop );
				// create this as part of the world
				IPhysicsObject *pWater = physenv->CreatePolyObjectStatic( pWorldCollide->solids[fluid.index], 
					surfaceData, vec3_origin, vec3_angle, &solid.params );

				pWater->SetCallbackFlags( pWater->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
				physenv->CreateFluidController( pWater, &fluid.params );
			}
		}
		else if ( !strcmpi( pBlock, "materialtable" ) )
		{
			int surfaceTable[128];
			memset( surfaceTable, 0, sizeof(surfaceTable) );

			pParse->ParseSurfaceTable( surfaceTable, NULL );
			physprops->SetWorldMaterialIndexTable( surfaceTable, 128 );
		}
		else if ( !strcmpi(pBlock, "virtualterrain" ) )
		{
			bCreateVirtualTerrain = true;
			pParse->SkipBlock();
		}
		else
		{
			// unknown chunk???
			pParse->SkipBlock();
		}
	}
	physcollision->VPhysicsKeyParserDestroy( pParse );

	if ( bCreateVirtualTerrain && physcollision->SupportsVirtualMesh() )
	{
		PhysCreateVirtualTerrain( pWorld, defaultParams );
	}
	return pWorldPhysics;
}