コード例 #1
0
ファイル: physics_shared.cpp プロジェクト: paralin/hl2sdk
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pEntity - 
//			&mins - 
//			&maxs - 
//			&origin - 
//			isStatic - 
// Output : static IPhysicsObject
//-----------------------------------------------------------------------------
IPhysicsObject *PhysModelCreateOBB( CBaseEntity *pEntity, const Vector &mins, const Vector &maxs, const Vector &origin, const QAngle &angle, bool isStatic )
{
	int modelIndex = pEntity->GetModelIndex();
	const char *pSurfaceProps = "flesh";
	solid_t solid;
	PhysGetDefaultAABBSolid( solid );
	Vector dims = maxs - mins;
	solid.params.volume = dims.x * dims.y * dims.z;

	if ( modelIndex )
	{
		const model_t *model = modelinfo->GetModel( modelIndex );
		if ( model )
		{
			CStudioHdr studioHdr( modelinfo->GetStudiomodel( model ), mdlcache );
			if (studioHdr.IsValid()) 
			{
				pSurfaceProps = Studio_GetDefaultSurfaceProps( &studioHdr );
			}
		}
	}
	Q_strncpy( solid.surfaceprop, pSurfaceProps, sizeof( solid.surfaceprop ) );

	CPhysCollide *pCollide = PhysCreateBbox( mins, maxs );
	if ( !pCollide )
		return NULL;
	
	return PhysModelCreateCustom( pEntity, pCollide, origin, angle, STRING(pEntity->GetModelName()), isStatic, &solid );
}
コード例 #2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPlayerClass::InitVCollision( void )
{
	CPhysCollide *pStandModel = PhysCreateBbox( PLAYERCLASS_HULL_STAND_MIN, PLAYERCLASS_HULL_STAND_MAX );
	CPhysCollide *pCrouchModel = PhysCreateBbox( PLAYERCLASS_HULL_DUCK_MIN, PLAYERCLASS_HULL_DUCK_MAX );

	solid_t solid;
	solid.params = g_PhysDefaultObjectParams;
	solid.params.mass = 85.0f;
	solid.params.inertia = 1e24f;
	solid.params.enableCollisions = false;
	//disable drag
	solid.params.dragCoefficient = 0;

	// create standing hull
	m_pPlayer->m_pShadowStand = PhysModelCreateCustom( m_pPlayer, pStandModel, m_pPlayer->GetLocalOrigin(), m_pPlayer->GetLocalAngles(), "tfplayer_generic", false, &solid );
	m_pPlayer->m_pShadowStand->SetCallbackFlags( CALLBACK_SHADOW_COLLISION );

	// create crouchig hull
	m_pPlayer->m_pShadowCrouch = PhysModelCreateCustom( m_pPlayer, pCrouchModel, m_pPlayer->GetLocalOrigin(), m_pPlayer->GetLocalAngles(), "tfplayer_generic", false, &solid );
	m_pPlayer->m_pShadowCrouch->SetCallbackFlags( CALLBACK_SHADOW_COLLISION );

	// default to stand
	m_pPlayer->VPhysicsSetObject( m_pPlayer->m_pShadowStand );

	//disable drag
	m_pPlayer->m_pShadowStand->EnableDrag( false );
	m_pPlayer->m_pShadowCrouch->EnableDrag( false );

	// tell physics lists I'm a shadow controller object
	PhysAddShadow( m_pPlayer );	
	m_pPlayer->m_pPhysicsController = physenv->CreatePlayerController( m_pPlayer->m_pShadowStand );

	// init state
	if ( m_pPlayer->GetFlags() & FL_DUCKING )
	{
		m_pPlayer->SetVCollisionState( VPHYS_CROUCH );
	}
	else
	{
		m_pPlayer->SetVCollisionState( VPHYS_WALK );
	}
}
コード例 #3
0
// This creates a vphysics object with a shadow controller that follows the AI
IPhysicsObject *C_RagdollShadow::VPhysicsInitShadow( bool allowPhysicsMovement, bool allowPhysicsRotation )
{
	studiohdr_t *hdr = GetModelPtr();
	if ( !hdr )
	{
		return NULL;
	}

	// If this entity already has a physics object, then it should have been deleted prior to making this call.
	Assert(!m_pPhysicsObject);

	// make sure m_vecOrigin / m_vecAngles are correct
	const Vector &origin = GetAbsOrigin();
	QAngle angles = GetAbsAngles();
	IPhysicsObject *pPhysicsObject = NULL;

	if ( GetSolid() == SOLID_BBOX )
	{
		const char *pSurfaceProps = "flesh";
		if ( GetModelIndex() && modelinfo->GetModelType( GetModel() ) == mod_studio )
		{
			pSurfaceProps = Studio_GetDefaultSurfaceProps( hdr );
		}
		angles = vec3_angle;
		CPhysCollide *pCollide = PhysCreateBbox( WorldAlignMins(), WorldAlignMaxs() );
		if ( !pCollide )
			return NULL;
		pPhysicsObject = PhysModelCreateCustom( this, pCollide, origin, angles, pSurfaceProps );
	}
	else
	{
		pPhysicsObject = PhysModelCreateRagdoll( this, GetModelIndex(), origin, angles );
	}
	VPhysicsSetObject( pPhysicsObject );
	pPhysicsObject->SetShadow( Vector(1e4,1e4,1e4), AngularImpulse(1e4,1e4,1e4), allowPhysicsMovement, allowPhysicsRotation );
	pPhysicsObject->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, 0 );
//	PhysAddShadow( this );
	return pPhysicsObject;
}