void CWeaponGravityGun::AddPellet( CGravityPellet *pPellet, CBaseEntity *pAttach, const Vector &surfaceNormal ) { Assert(m_pelletCount<MAX_PELLETS); m_activePellets[m_pelletCount].localNormal = surfaceNormal; if ( pAttach ) { EntityMatrix tmp; tmp.InitFromEntity( pAttach ); m_activePellets[m_pelletCount].localNormal = tmp.WorldToLocalRotation( surfaceNormal ); } m_activePellets[m_pelletCount].pellet = pPellet; m_activePellets[m_pelletCount].parent = pAttach; m_pelletCount++; }
//----------------------------------------------------------------------------- // Primary gun //----------------------------------------------------------------------------- void CPropAPC::AimPrimaryWeapon( const Vector &vecWorldTarget ) { EntityMatrix parentMatrix; parentMatrix.InitFromEntity( this, m_nMachineGunBaseAttachment ); Vector target = parentMatrix.WorldToLocal( vecWorldTarget ); float quadTarget = target.LengthSqr(); float quadTargetXY = target.x*target.x + target.y*target.y; // Target is too close! Can't aim at it if ( quadTarget > m_vecBarrelPos.LengthSqr() ) { // We're trying to aim the offset barrel at an arbitrary point. // To calculate this, I think of the target as being on a sphere with // it's center at the origin of the gun. // The rotation we need is the opposite of the rotation that moves the target // along the surface of that sphere to intersect with the gun's shooting direction // To calculate that rotation, we simply calculate the intersection of the ray // coming out of the barrel with the target sphere (that's the new target position) // and use atan2() to get angles // angles from target pos to center float targetToCenterYaw = atan2( target.y, target.x ); float centerToGunYaw = atan2( m_vecBarrelPos.y, sqrt( quadTarget - (m_vecBarrelPos.y*m_vecBarrelPos.y) ) ); float targetToCenterPitch = atan2( target.z, sqrt( quadTargetXY ) ); float centerToGunPitch = atan2( -m_vecBarrelPos.z, sqrt( quadTarget - (m_vecBarrelPos.z*m_vecBarrelPos.z) ) ); QAngle angles; angles.Init( -RAD2DEG(targetToCenterPitch+centerToGunPitch), RAD2DEG( targetToCenterYaw + centerToGunYaw ), 0 ); SetPoseParameter( "vehicle_weapon_yaw", angles.y ); SetPoseParameter( "vehicle_weapon_pitch", angles.x ); StudioFrameAdvance(); float curPitch = GetPoseParameter( "vehicle_weapon_pitch" ); float curYaw = GetPoseParameter( "vehicle_weapon_yaw" ); m_bInFiringCone = (fabs(curPitch - angles.x) < 1e-3) && (fabs(curYaw - angles.y) < 1e-3); } else { m_bInFiringCone = false; } }
void GetPelletWorldCoords( int pelletIndex, Vector *worldPos, Vector *worldNormal ) { if ( worldPos ) { *worldPos = m_activePellets[pelletIndex].pellet->GetAbsOrigin(); } if ( worldNormal ) { if ( m_activePellets[pelletIndex].parent ) { EntityMatrix tmp; tmp.InitFromEntity( m_activePellets[pelletIndex].parent ); *worldNormal = tmp.LocalToWorldRotation( m_activePellets[pelletIndex].localNormal ); } else { *worldNormal = m_activePellets[pelletIndex].localNormal; } } }
void CPhysThruster::SetupForces( IPhysicsObject *pPhys, Vector &linear, AngularImpulse &angular ) { Vector forward; AngleVectors( GetLocalAngles(), &forward ); forward = forward * m_force; // multiply the force by mass (it's actually just an acceleration) if ( m_spawnflags & SF_THRUST_MASS_INDEPENDENT ) { forward = forward * pPhys->GetMass(); } EntityMatrix xform; xform.InitFromEntity( m_attachedObject ); Vector origin = xform.LocalToWorld( m_localOrigin ); forward = xform.LocalToWorldRotation( forward ); // Adjust for the position of the thruster -- apply proper torque) pPhys->CalculateVelocityOffset( forward, origin, linear, angular ); // Stay in local space always if this flag is set if ( m_spawnflags & SF_THRUST_LOCAL_ORIENTATION ) { linear = xform.WorldToLocalRotation( linear ); } if ( !(m_spawnflags & SF_THRUST_FORCE) ) { // clear out force linear.Init(); } if ( !(m_spawnflags & SF_THRUST_TORQUE) ) { // clear out torque angular.Init(); } }
//----------------------------------------------------------------------------- // Purpose: Spawn and initialize the fire // Input : &position - where the fire resides // lifetime - //----------------------------------------------------------------------------- void CFire::Init( const Vector &position, float scale, float attackTime, float fuel, int flags, int fireType ) { m_flAttackTime = attackTime; m_spawnflags = flags; m_nFireType = fireType; if ( flags & SF_FIRE_INFINITE ) { fuel = 0; } m_flFuel = fuel; if ( m_flFuel ) { m_spawnflags |= SF_FIRE_DIE_PERMANENT; } Vector localOrigin = position; if ( GetMoveParent() ) { EntityMatrix parentMatrix; parentMatrix.InitFromEntity( GetMoveParent() ); localOrigin = parentMatrix.WorldToLocal( position ); } UTIL_SetOrigin( this, localOrigin ); SetSolid( SOLID_NONE ); m_flFireSize = scale; m_flMaxHeat = FIRE_MAX_HEAT_LEVEL * FIRE_SCALE_FROM_SIZE(scale); //See if we should start on if ( m_spawnflags & SF_FIRE_START_FULL ) { m_flHeatLevel = m_flMaxHeat; } m_flLastHeatLevel = 0; }
Vector WorldBarrelPosition( void ) { EntityMatrix tmp; tmp.InitFromEntity( this ); return tmp.LocalToWorld( m_barrelPos ); }