void RagdollComputeExactBbox( const ragdoll_t &ragdoll, const Vector &origin, Vector &outMins, Vector &outMaxs )
{
	outMins = origin;
	outMaxs = origin;

	for ( int i = 0; i < ragdoll.listCount; i++ )
	{
		Vector mins, maxs;
		Vector objectOrg;
		QAngle objectAng;
		IPhysicsObject *pObject = ragdoll.list[i].pObject;
		pObject->GetPosition( &objectOrg, &objectAng );
		physcollision->CollideGetAABB( mins, maxs, pObject->GetCollide(), objectOrg, objectAng );
		for ( int j = 0; j < 3; j++ )
		{
			if ( mins[j] < outMins[j] )
			{
				outMins[j] = mins[j];
			}
			if ( maxs[j] > outMaxs[j] )
			{
				outMaxs[j] = maxs[j];
			}
		}
	}
}
void CPlayerPickupController::Init( CBasePlayer *pPlayer, CBaseEntity *pObject )
{
	m_pPlayer = pPlayer;

	IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
	Vector position;
	QAngle angles;
	pPhysics->GetPosition( &position, &angles );
	m_grabController.SetMaxImpulse( Vector(20*100,20*100,20*100), AngularImpulse(20*180,20*180,20*180) );
	m_grabController.AttachEntity( pObject, pPhysics, position, angles );
	// Holster player's weapon
	if ( m_pPlayer->GetActiveWeapon() )
	{
		if ( !m_pPlayer->GetActiveWeapon()->Holster() )
		{
			Shutdown();
			return;
		}
	}

	m_pPlayer->m_Local.m_iHideHUD |= HIDEHUD_WEAPONS;
	m_pPlayer->SetUseEntity( this );
	matrix3x4_t tmp;
	ComputePlayerMatrix( tmp );
	VectorITransform( position, tmp, m_positionPlayerSpace );

	// UNDONE: This algorithm needs a bit more thought.  REVISIT.
	// put the bottom of the object arms' length below eye level
	// get bottommost point of object
	Vector bottom = physcollision->CollideGetExtent( pPhysics->GetCollide(), vec3_origin, angles, Vector(0,0,-1) );

	// get the real eye origin
	Vector playerEye = pPlayer->EyePosition();

	// move target up so that bottom of object is at PLAYER_HOLD_LEVEL z in local space
//	float delta = PLAYER_HOLD_LEVEL_EYES - bottom.z - m_positionPlayerSpace.z;
	float delta = 0;

	// player can reach down 2ft below his feet
	float maxPickup = (playerEye.z + PLAYER_HOLD_LEVEL_EYES) - (pPlayer->GetAbsMins().z - PLAYER_REACH_DOWN_DISTANCE);

	delta = clamp( delta, pPlayer->WorldAlignMins().z, maxPickup );
	m_positionPlayerSpace.z += delta;
	m_anglesPlayerSpace = TransformAnglesToLocalSpace( angles, tmp );

	m_anglesPlayerSpace = AlignAngles( m_anglesPlayerSpace, DOT_30DEGREE );
	
	// re-transform and check
	angles = TransformAnglesToWorldSpace( m_anglesPlayerSpace, tmp );
	VectorTransform( m_positionPlayerSpace, tmp, position );
	// hackhack: Move up to eye position for the check
	float saveZ = position.z;
	position.z = playerEye.z;
	CheckObjectPosition( position, angles, position );
	
	// move back to original position
	position.z = saveZ;

	VectorITransform( position, tmp, m_positionPlayerSpace );
}
	void QueueSave( CBaseEntity *pOwner, typedescription_t *pTypeDesc, void **ppPhysObj, PhysInterfaceId_t type )
	{
		if ( !pOwner )
			return;

		bool fOnlyNotingExistence = !pOwner->ShouldSavePhysics();
		
		QueuedItem_t item;
		
		item.ppPhysObj		= ppPhysObj;
		item.header.hEntity = pOwner;
		item.header.type	= type;
		item.header.nObjects = ( !fOnlyNotingExistence ) ? pTypeDesc->fieldSize : 0;
		item.header.fieldName = AllocPooledString( pTypeDesc->fieldName ); 	
																	// A pooled string is used here because there is no way
																	// right now to save a non-string_t string and have it 
																	// compressed in the save symbol tables. Furthermore,
																	// the field name would normally be in the string
																	// pool anyway. (toml 12-10-02)
		item.header.modelName = NULL_STRING;
		memset( &item.header.bbox, 0, sizeof( item.header.bbox ) );
		item.header.sphere.radius = 0;
		
		if ( !fOnlyNotingExistence && type == PIID_IPHYSICSOBJECT )
		{
			// Don't doing the box thing for things like wheels on cars
			IPhysicsObject *pPhysObj = (IPhysicsObject *)(*ppPhysObj);

			if ( pPhysObj )
			{
				item.header.modelName = GetModelName( pPhysObj );
				item.header.iCollide = physcollision->CollideIndex( pPhysObj->GetCollide() );
				if ( item.header.modelName == NULL_STRING )
				{
					BBox_t *pBBox = GetBBox( pPhysObj );
					if ( pBBox != NULL )
					{
						item.header.bbox = *pBBox;
					}
					else 
					{
						if ( pPhysObj && pPhysObj->GetSphereRadius() != 0 )
						{
							item.header.sphere.radius = pPhysObj->GetSphereRadius();
						}
						else
						{
							DevMsg( "Don't know how to save model for physics object (class \"%s\")\n", pOwner->GetClassname() );
						}
					}
				}
			}
		}

		m_QueuedSaves.Insert( item );
	}
void CBoneFollower::SetObjectCollisionBox( void )
{
	Vector absmins, absmaxs;
	IPhysicsObject *pPhysics = VPhysicsGetObject();
	if ( pPhysics )
	{
		physcollision->CollideGetAABB( absmins, absmaxs, pPhysics->GetCollide(), GetAbsOrigin(), GetAbsAngles() );
		SetAbsMins( absmins );
		SetAbsMaxs( absmaxs );
	}
}
Example #5
0
//-----------------------------------------------------------------------------
// Expand trigger bounds..
//-----------------------------------------------------------------------------
void CCollisionProperty::ComputeVPhysicsSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs )
{
	bool bSetBounds = false;
	IPhysicsObject *pPhysicsObject = GetOuter()->VPhysicsGetObject();
	if ( pPhysicsObject )
	{
		if ( pPhysicsObject->GetCollide() )
		{
			physcollision->CollideGetAABB( pVecWorldMins, pVecWorldMaxs, 
				pPhysicsObject->GetCollide(), GetCollisionOrigin(), GetCollisionAngles() );
			bSetBounds = true;
		}
		else if ( pPhysicsObject->GetSphereRadius( ) )
		{
			float flRadius = pPhysicsObject->GetSphereRadius( );
			Vector vecExtents( flRadius, flRadius, flRadius );
			VectorSubtract( GetCollisionOrigin(), vecExtents, *pVecWorldMins );
			VectorAdd( GetCollisionOrigin(), vecExtents, *pVecWorldMaxs );
			bSetBounds = true;
		}
	}

	if ( !bSetBounds )
	{
		*pVecWorldMins = GetCollisionOrigin();
		*pVecWorldMaxs = *pVecWorldMins;
	}

	// Also, lets expand for the trigger bounds also
	if ( IsSolidFlagSet( FSOLID_USE_TRIGGER_BOUNDS ) )
	{
		Vector vecWorldTriggerMins, vecWorldTriggerMaxs;
		WorldSpaceTriggerBounds( &vecWorldTriggerMins, &vecWorldTriggerMaxs );
		VectorMin( vecWorldTriggerMins, *pVecWorldMins, *pVecWorldMins );
		VectorMax( vecWorldTriggerMaxs, *pVecWorldMaxs, *pVecWorldMaxs );
	}
}
bool CStatueProp::TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
{
	IPhysicsObject *pPhysObject = VPhysicsGetObject();

	if ( pPhysObject )
	{
		Vector vecPosition;
		QAngle vecAngles;
		pPhysObject->GetPosition( &vecPosition, &vecAngles );
		const CPhysCollide *pScaledCollide = pPhysObject->GetCollide();
		physcollision->TraceBox( ray, pScaledCollide, vecPosition, vecAngles, &tr );

		return tr.DidHit();
	}

	return false;
}
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;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CGrabController::UpdateObject( CBasePlayer *pPlayer, float flError )
{
 	CBaseEntity *pEntity = GetAttached();
	if ( !pEntity || ComputeError() > flError || pPlayer->GetGroundEntity() == pEntity || !pEntity->VPhysicsGetObject() )
	{
		return false;
	}

	//Adrian: Oops, our object became motion disabled, let go!
	IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
	if ( pPhys && pPhys->IsMoveable() == false )
	{
		return false;
	}

	Vector forward, right, up;
	QAngle playerAngles = pPlayer->EyeAngles();
	AngleVectors( playerAngles, &forward, &right, &up );
	
	float pitch = AngleDistance(playerAngles.x,0);

	if( !m_bAllowObjectOverhead )
	{
		playerAngles.x = clamp( pitch, -75, 75 );
	}
	else
	{
		playerAngles.x = clamp( pitch, -90, 75 );
	}

	
	
	// Now clamp a sphere of object radius at end to the player's bbox
	Vector radial = physcollision->CollideGetExtent( pPhys->GetCollide(), vec3_origin, pEntity->GetAbsAngles(), -forward );
	Vector player2d = pPlayer->CollisionProp()->OBBMaxs();
	float playerRadius = player2d.Length2D();
	float radius = playerRadius + fabs(DotProduct( forward, radial ));

	float distance = 24 + ( radius * 2.0f );

	// Add the prop's distance offset
	distance += m_flDistanceOffset;

	Vector start = pPlayer->Weapon_ShootPosition();
	Vector end = start + ( forward * distance );

	trace_t	tr;
	CTraceFilterSkipTwoEntities traceFilter( pPlayer, pEntity, COLLISION_GROUP_NONE );
	Ray_t ray;
	ray.Init( start, end );
	enginetrace->TraceRay( ray, MASK_SOLID_BRUSHONLY, &traceFilter, &tr );

	if ( tr.fraction < 0.5 )
	{
		end = start + forward * (radius*0.5f);
	}
	else if ( tr.fraction <= 1.0f )
	{
		end = start + forward * ( distance - radius );
	}
	Vector playerMins, playerMaxs, nearest;
	pPlayer->CollisionProp()->WorldSpaceAABB( &playerMins, &playerMaxs );
	Vector playerLine = pPlayer->CollisionProp()->WorldSpaceCenter();
	CalcClosestPointOnLine( end, playerLine+Vector(0,0,playerMins.z), playerLine+Vector(0,0,playerMaxs.z), nearest, NULL );

	if( !m_bAllowObjectOverhead )
	{
		Vector delta = end - nearest;
		float len = VectorNormalize(delta);
		if ( len < radius )
		{
			end = nearest + radius * delta;
		}
	}

	//Show overlays of radius
	if ( g_debug_physcannon.GetBool() )
	{
		NDebugOverlay::Box( end, -Vector( 2,2,2 ), Vector(2,2,2), 0, 255, 0, true, 0 );

		NDebugOverlay::Box( GetAttached()->WorldSpaceCenter(), 
							-Vector( radius, radius, radius), 
							Vector( radius, radius, radius ),
							255, 0, 0,
							true,
							0.0f );
	}

	QAngle angles = TransformAnglesFromPlayerSpace( m_attachedAnglesPlayerSpace, pPlayer );
	
	// If it has a preferred orientation, update to ensure we're still oriented correctly.
	Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles );

	// We may be holding a prop that has preferred carry angles
	if ( m_bHasPreferredCarryAngles )
	{
		matrix3x4_t tmp;
		ComputePlayerMatrix( pPlayer, tmp );
		angles = TransformAnglesToWorldSpace( m_vecPreferredCarryAngles, tmp );
	}

	matrix3x4_t attachedToWorld;
	Vector offset;
	AngleMatrix( angles, attachedToWorld );
	VectorRotate( m_attachedPositionObjectSpace, attachedToWorld, offset );

	SetTargetPosition( end - offset, angles );

	return true;
}