void CRagdollProp::OnSave() { // save this for bone reference m_savedListCount = m_ragdoll.listCount; VPhysicsSetObject( NULL ); BaseClass::OnSave(); VPhysicsSetObject( m_ragdoll.list[0].pObject ); }
void CRagdollProp::OnSave( IEntitySaveUtils *pUtils ) { if ( !m_ragdoll.listCount ) return; // Don't save ragdoll element 0, base class saves the pointer in // m_pPhysicsObject Assert( m_ragdoll.list[0].parentIndex == -1 ); Assert( m_ragdoll.list[0].pConstraint == NULL ); Assert( m_ragdoll.list[0].originParentSpace == vec3_origin ); Assert( m_ragdoll.list[0].pObject != NULL ); VPhysicsSetObject( NULL ); // squelch a warning message VPhysicsSetObject( m_ragdoll.list[0].pObject ); // make sure object zero is saved by CBaseEntity BaseClass::OnSave( pUtils ); }
void CRagdollProp::UpdateOnRemove( void ) { // Set to null so that the destructor's call to DestroyObject won't destroy // m_pObjects[ 0 ] twice since that's the physics object for the prop VPhysicsSetObject( NULL ); RagdollDestroy( m_ragdoll ); // Chain to base after doing our own cleanup to mimic // destructor unwind order BaseClass::UpdateOnRemove(); }
void CRagdollProp::UpdateOnRemove( void ) { for ( int i = 0; i < m_ragdoll.listCount; i++ ) { if ( m_ragdoll.list[i].pObject ) { g_pPhysSaveRestoreManager->ForgetModel( m_ragdoll.list[i].pObject ); } } // Set to null so that the destructor's call to DestroyObject won't destroy // m_pObjects[ 0 ] twice since that's the physics object for the prop VPhysicsSetObject( NULL ); RagdollDestroy( m_ragdoll ); // Chain to base after doing our own cleanup to mimic // destructor unwind order BaseClass::UpdateOnRemove(); }
void CRagdollProp::InitRagdoll( const Vector &forceVector, int forceBone, const Vector &forcePos, matrix3x4_t *pPrevBones, matrix3x4_t *pBoneToWorld, float dt, int collisionGroup, bool activateRagdoll ) { SetCollisionGroup( collisionGroup ); if ( collisionGroup == COLLISION_GROUP_INTERACTIVE_DEBRIS ) { SetThink( &CRagdollProp::SetDebrisThink ); SetNextThink( gpGlobals->curtime + 5 ); } SetMoveType( MOVETYPE_VPHYSICS ); SetSolid( SOLID_VPHYSICS ); AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); m_takedamage = DAMAGE_EVENTS_ONLY; ragdollparams_t params; params.pGameData = static_cast<void *>( static_cast<CBaseEntity *>(this) ); params.pCollide = modelinfo->GetVCollide( GetModelIndex() ); params.pStudioHdr = GetModelPtr(); params.forceVector = forceVector; params.forceBoneIndex = forceBone; params.forcePosition = forcePos; params.pPrevBones = pPrevBones; params.pCurrentBones = pBoneToWorld; params.boneDt = dt; params.jointFrictionScale = 1.0; RagdollCreate( m_ragdoll, params, physcollision, physenv, physprops ); if ( activateRagdoll ) { RagdollActivate( m_ragdoll ); } for ( int i = 0; i < m_ragdoll.listCount; i++ ) { UpdateNetworkDataFromVPhysics( m_ragdoll.list[i].pObject, i ); } VPhysicsSetObject( m_ragdoll.list[0].pObject ); CalcRagdollSize(); }
// 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; }
void C_HL2MPRagdoll::UpdateOnRemove( void ) { VPhysicsSetObject( NULL ); BaseClass::UpdateOnRemove(); }
bool CStatueProp::CreateVPhysicsFromOBBs( CBaseAnimating *pInitBaseAnimating ) { // Make enough pointers to convexes for each hitbox CPhysConvex **ppConvex = new (CPhysConvex*[ m_pInitOBBs->Count() ]); float flTotalVolume = 0.0f; float flTotalSurfaceArea = 0.0f; for ( int i = 0; i < m_pInitOBBs->Count(); i++ ) { const outer_collision_obb_t *pOBB = &((*m_pInitOBBs)[ i ]); // Accumulate volume and area Vector flDimentions = pOBB->vecMaxs - pOBB->vecMins; flTotalVolume += flDimentions.x * flDimentions.y * flDimentions.z; flTotalSurfaceArea += 2.0f * ( flDimentions.x * flDimentions.y + flDimentions.x * flDimentions.z + flDimentions.y * flDimentions.z ); // Get angled min and max extents Vector vecMins, vecMaxs; VectorRotate( pOBB->vecMins, pOBB->angAngles, vecMins ); VectorRotate( pOBB->vecMaxs, pOBB->angAngles, vecMaxs ); // Get the corners in world space Vector vecMinCorner = pOBB->vecPos + vecMins; Vector vecMaxCorner = pOBB->vecPos + vecMaxs; // Get the normals of the hitbox in world space Vector vecForward, vecRight, vecUp; AngleVectors( pOBB->angAngles, &vecForward, &vecRight, &vecUp ); vecRight = -vecRight; // Convert corners and normals to local space Vector vecCornerLocal[ 2 ]; Vector vecNormalLocal[ 3 ]; matrix3x4_t matToWorld = EntityToWorldTransform(); VectorITransform( vecMaxCorner, matToWorld, vecCornerLocal[ 0 ] ); VectorITransform( vecMinCorner, matToWorld, vecCornerLocal[ 1 ] ); VectorIRotate( vecForward, matToWorld, vecNormalLocal[ 0 ] ); VectorIRotate( vecRight, matToWorld, vecNormalLocal[ 1 ] ); VectorIRotate( vecUp, matToWorld, vecNormalLocal[ 2 ] ); // Create 6 planes from the local oriented hit box data float pPlanes[ 4 * 6 ]; for ( int iPlane = 0; iPlane < 6; ++iPlane ) { int iPlaneMod2 = iPlane % 2; int iPlaneDiv2 = iPlane / 2; bool bOdd = ( iPlaneMod2 == 1 ); // Plane Normal pPlanes[ iPlane * 4 + 0 ] = vecNormalLocal[ iPlaneDiv2 ].x * ( bOdd ? -1.0f : 1.0f ); pPlanes[ iPlane * 4 + 1 ] = vecNormalLocal[ iPlaneDiv2 ].y * ( bOdd ? -1.0f : 1.0f ); pPlanes[ iPlane * 4 + 2 ] = vecNormalLocal[ iPlaneDiv2 ].z * ( bOdd ? -1.0f : 1.0f ); // Plane D pPlanes[ iPlane * 4 + 3 ] = ( vecCornerLocal[ iPlaneMod2 ].x * vecNormalLocal[ iPlaneDiv2 ].x + vecCornerLocal[ iPlaneMod2 ].y * vecNormalLocal[ iPlaneDiv2 ].y + vecCornerLocal[ iPlaneMod2 ].z * vecNormalLocal[ iPlaneDiv2 ].z ) * ( bOdd ? -1.0f : 1.0f ); } // Create convex from the intersection of these planes ppConvex[ i ] = physcollision->ConvexFromPlanes( pPlanes, 6, 0.0f ); } // Make a single collide out of the group of convex boxes CPhysCollide *pPhysCollide = physcollision->ConvertConvexToCollide( ppConvex, m_pInitOBBs->Count() ); delete[] ppConvex; // Create the physics object objectparams_t params = g_PhysDefaultObjectParams; params.pGameData = static_cast<void *>( this ); int nMaterialIndex = physprops->GetSurfaceIndex( "ice" ); // use ice material IPhysicsObject* p = physenv->CreatePolyObject( pPhysCollide, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms ); Assert( p != NULL ); // Set velocity Vector vecInitialVelocity = pInitBaseAnimating->GetAbsVelocity(); p->SetVelocity( &vecInitialVelocity, NULL ); // Compute mass float flMass; float flDensity, flThickness; physprops->GetPhysicsProperties( nMaterialIndex, &flDensity, &flThickness, NULL, NULL ); // Make it more hollow flThickness = MIN ( 1.0f, flThickness + 0.5f ); if ( flThickness > 0.0f ) { flMass = flTotalSurfaceArea * flThickness * CUBIC_METERS_PER_CUBIC_INCH * flDensity; } else { // density is in kg/m^3, volume is in in^3 flMass = flTotalVolume * CUBIC_METERS_PER_CUBIC_INCH * flDensity; } // Mass is somewhere between the original and if it was all ice p->SetMass( flMass ); // Yes, gravity p->EnableGravity( true ); // Use this as our vphysics VPhysicsSetObject( p ); SetSolid( SOLID_VPHYSICS ); AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); SetMoveType( MOVETYPE_VPHYSICS ); m_pInitOBBs = NULL; return true; }
bool CStatueProp::CreateVPhysicsFromHitBoxes( CBaseAnimating *pInitBaseAnimating ) { if ( !pInitBaseAnimating ) return false; // Use the current animation sequence and cycle CopyAnimationDataFrom( pInitBaseAnimating ); // Copy over any render color color24 colorRender = pInitBaseAnimating->GetRenderColor(); SetRenderColor( colorRender.r, colorRender.g, colorRender.b ); SetRenderAlpha( pInitBaseAnimating->GetRenderAlpha() ); // Get hitbox data CStudioHdr *pStudioHdr = GetModelPtr(); if ( !pStudioHdr ) return false; mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( m_nHitboxSet ); if ( !set ) return false; Vector position; QAngle angles; // Make enough pointers to convexes for each hitbox CPhysConvex **ppConvex = new (CPhysConvex*[ set->numhitboxes ]); float flTotalVolume = 0.0f; float flTotalSurfaceArea = 0.0f; for ( int i = 0; i < set->numhitboxes; i++ ) { // Get the hitbox info mstudiobbox_t *pbox = set->pHitbox( i ); GetBonePosition( pbox->bone, position, angles ); // Accumulate volume and area Vector flDimentions = pbox->bbmax - pbox->bbmin; flTotalVolume += flDimentions.x * flDimentions.y * flDimentions.z; flTotalSurfaceArea += 2.0f * ( flDimentions.x * flDimentions.y + flDimentions.x * flDimentions.z + flDimentions.y * flDimentions.z ); // Get angled min and max extents Vector vecMins, vecMaxs; VectorRotate( pbox->bbmin, angles, vecMins ); VectorRotate( pbox->bbmax, angles, vecMaxs ); // Get the corners in world space Vector vecMinCorner = position + vecMins; Vector vecMaxCorner = position + vecMaxs; // Get the normals of the hitbox in world space Vector vecForward, vecRight, vecUp; AngleVectors( angles, &vecForward, &vecRight, &vecUp ); vecRight = -vecRight; // Convert corners and normals to local space Vector vecCornerLocal[ 2 ]; Vector vecNormalLocal[ 3 ]; matrix3x4_t matToWorld = EntityToWorldTransform(); VectorITransform( vecMaxCorner, matToWorld, vecCornerLocal[ 0 ] ); VectorITransform( vecMinCorner, matToWorld, vecCornerLocal[ 1 ] ); VectorIRotate( vecForward, matToWorld, vecNormalLocal[ 0 ] ); VectorIRotate( vecRight, matToWorld, vecNormalLocal[ 1 ] ); VectorIRotate( vecUp, matToWorld, vecNormalLocal[ 2 ] ); // Create 6 planes from the local oriented hit box data float pPlanes[ 4 * 6 ]; for ( int iPlane = 0; iPlane < 6; ++iPlane ) { int iPlaneMod2 = iPlane % 2; int iPlaneDiv2 = iPlane / 2; bool bOdd = ( iPlaneMod2 == 1 ); // Plane Normal pPlanes[ iPlane * 4 + 0 ] = vecNormalLocal[ iPlaneDiv2 ].x * ( bOdd ? -1.0f : 1.0f ); pPlanes[ iPlane * 4 + 1 ] = vecNormalLocal[ iPlaneDiv2 ].y * ( bOdd ? -1.0f : 1.0f ); pPlanes[ iPlane * 4 + 2 ] = vecNormalLocal[ iPlaneDiv2 ].z * ( bOdd ? -1.0f : 1.0f ); // Plane D pPlanes[ iPlane * 4 + 3 ] = ( vecCornerLocal[ iPlaneMod2 ].x * vecNormalLocal[ iPlaneDiv2 ].x + vecCornerLocal[ iPlaneMod2 ].y * vecNormalLocal[ iPlaneDiv2 ].y + vecCornerLocal[ iPlaneMod2 ].z * vecNormalLocal[ iPlaneDiv2 ].z ) * ( bOdd ? -1.0f : 1.0f ); } // Create convex from the intersection of these planes ppConvex[ i ] = physcollision->ConvexFromPlanes( pPlanes, 6, 0.0f ); } // Make a single collide out of the group of convex boxes CPhysCollide *pPhysCollide = physcollision->ConvertConvexToCollide( ppConvex, set->numhitboxes ); delete[] ppConvex; // Create the physics object objectparams_t params = g_PhysDefaultObjectParams; params.pGameData = static_cast<void *>( this ); int nMaterialIndex = physprops->GetSurfaceIndex( "ice" ); // use ice material IPhysicsObject* p = physenv->CreatePolyObject( pPhysCollide, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms ); Assert( p != NULL ); // Set velocity Vector vecInitialVelocity = pInitBaseAnimating->GetAbsVelocity(); p->SetVelocity( &vecInitialVelocity, NULL ); // Compute mass float flMass; float flDensity, flThickness; physprops->GetPhysicsProperties( nMaterialIndex, &flDensity, &flThickness, NULL, NULL ); // Make it more hollow flThickness = MIN ( 1.0f, flThickness + 0.5f ); if ( flThickness > 0.0f ) { flMass = flTotalSurfaceArea * flThickness * CUBIC_METERS_PER_CUBIC_INCH * flDensity; } else { // density is in kg/m^3, volume is in in^3 flMass = flTotalVolume * CUBIC_METERS_PER_CUBIC_INCH * flDensity; } // Mass is somewhere between the original and if it was all ice p->SetMass( flMass ); // Yes, gravity p->EnableGravity( true ); // Use this as our vphysics VPhysicsSetObject( p ); SetSolid( SOLID_VPHYSICS ); AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); SetMoveType( MOVETYPE_VPHYSICS ); if ( pInitBaseAnimating != this ) { // Transfer children from the init base animating TransferChildren( pInitBaseAnimating, this ); CBaseEntity *pChild = FirstMoveChild(); while ( pChild ) { CEntityFreezing *pFreezing = dynamic_cast<CEntityFreezing*>( pChild ); if ( pFreezing ) { pFreezing->FinishFreezing(); } pChild = pChild->NextMovePeer(); } } return true; }
void CRagdollProp::InitRagdoll( const Vector &forceVector, int forceBone, const Vector &forcePos, matrix3x4_t *pPrevBones, matrix3x4_t *pBoneToWorld, float dt, int collisionGroup, bool activateRagdoll ) { SetCollisionGroup( collisionGroup ); // Make sure it's interactive debris for at most 5 seconds if ( collisionGroup == COLLISION_GROUP_INTERACTIVE_DEBRIS ) { SetContextThink( &CRagdollProp::SetDebrisThink, gpGlobals->curtime + 5, s_pDebrisContext ); } SetMoveType( MOVETYPE_VPHYSICS ); SetSolid( SOLID_VPHYSICS ); AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); m_takedamage = DAMAGE_EVENTS_ONLY; ragdollparams_t params; params.pGameData = static_cast<void *>( static_cast<CBaseEntity *>(this) ); params.modelIndex = GetModelIndex(); params.pCollide = modelinfo->GetVCollide( params.modelIndex ); params.pStudioHdr = GetModelPtr(); params.forceVector = forceVector; params.forceBoneIndex = forceBone; params.forcePosition = forcePos; params.pPrevBones = pPrevBones; params.pCurrentBones = pBoneToWorld; params.boneDt = dt; params.jointFrictionScale = 1.0; RagdollCreate( m_ragdoll, params, physenv ); if ( m_anglesOverrideString != NULL_STRING && Q_strlen(m_anglesOverrideString.ToCStr()) > 0 ) { char szToken[2048]; const char *pStr = nexttoken(szToken, STRING(m_anglesOverrideString), ','); // anglesOverride is index,angles,index,angles (e.g. "1, 22.5 123.0 0.0, 2, 0 0 0, 3, 0 0 180.0") while ( szToken[0] != 0 ) { int objectIndex = atoi(szToken); // sanity check to make sure this token is an integer Assert( atof(szToken) == ((float)objectIndex) ); pStr = nexttoken(szToken, pStr, ','); Assert( szToken[0] ); if ( objectIndex >= m_ragdoll.listCount ) { Warning("Bad ragdoll pose in entity %s, model (%s) at %s, model changed?\n", GetDebugName(), GetModelName().ToCStr(), VecToString(GetAbsOrigin()) ); } else if ( szToken[0] != 0 ) { QAngle angles; Assert( objectIndex >= 0 && objectIndex < RAGDOLL_MAX_ELEMENTS ); UTIL_StringToVector( angles.Base(), szToken ); int boneIndex = m_ragdoll.boneIndex[objectIndex]; AngleMatrix( angles, pBoneToWorld[boneIndex] ); const ragdollelement_t &element = m_ragdoll.list[objectIndex]; Vector out; if ( element.parentIndex >= 0 ) { int parentBoneIndex = m_ragdoll.boneIndex[element.parentIndex]; VectorTransform( element.originParentSpace, pBoneToWorld[parentBoneIndex], out ); } else { out = GetAbsOrigin(); } MatrixSetColumn( out, 3, pBoneToWorld[boneIndex] ); element.pObject->SetPositionMatrix( pBoneToWorld[boneIndex], true ); } pStr = nexttoken(szToken, pStr, ','); } } if ( activateRagdoll ) { MEM_ALLOC_CREDIT(); RagdollActivate( m_ragdoll, params.pCollide, GetModelIndex() ); } for ( int i = 0; i < m_ragdoll.listCount; i++ ) { UpdateNetworkDataFromVPhysics( m_ragdoll.list[i].pObject, i ); g_pPhysSaveRestoreManager->AssociateModel( m_ragdoll.list[i].pObject, GetModelIndex() ); physcollision->CollideGetAABB( m_ragdollMins[i], m_ragdollMaxs[i], m_ragdoll.list[i].pObject->GetCollide(), vec3_origin, vec3_angle ); } VPhysicsSetObject( m_ragdoll.list[0].pObject ); CalcRagdollSize(); }