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 );
	}
예제 #2
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 );
	}
}