void palHydrofoil::Apply() { palMatrix4x4 m; palMatrix4x4 out; palVector3 V; m_pBody->GetLinearVelocity(V); palMatrix4x4 bodypos = m_pBody->GetLocationMatrix(); mat_identity(&m); mat_translate(&m,m_fAxisX,m_fAxisY,m_fAxisZ); mat_multiply(&out,&bodypos,&m); //out is now the facing of the sub palVector3 uvw; uvw.x=out._41-bodypos._41; uvw.y=out._42-bodypos._42; uvw.z=out._43-bodypos._43; vec_norm(&uvw); vec_vec_mul(&uvw,&uvw,&V); //now have uvw for velocity fowards Float alpha; /*alpha = atan2(uvw.y,uvw.x);//arctan(w/u); alpha=Clamp(alpha); printf("ca:%5.3f ",alpha);*/ alpha=m_alpha; Float lift = Float(0.5) * m_row * (alpha*alpha*m_CL_a+alpha*m_CL_b+m_CL_c)* m_Af * uvw.x*uvw.x; // printf("{%f,%f (%f %f %f)}",(alpha*alpha*m_CL_a+alpha*m_CL_b+m_CL_c),Float(0.5) * m_row * m_Af,m_CL_a,m_CL_b,m_CL_c); // if (alpha<0) lift = -lift; // printf("lift%5.3f :%f, %f\n",lift,uvw.x,alpha); SetImpulse(lift); palImpulseActuator::Apply(); }
void palPropellor::Update(Float voltage) { Float temp; palPhysics *p=dynamic_cast<palPhysics *>(m_pParent); if (p) { Float current_time = p->GetCurrentTime(); temp=l->GetOutput(current_time,voltage); //find the output from the laplace transform of our motor transfer function Float thrust; thrust = Ct * temp * fabs(temp); //use yoergers model to calculate propellor thrust printf("thrust:%f (%f)\n",thrust,temp); SetImpulse(thrust); palImpulseActuator::Apply();//apply the force } else { printf("no physics!\n"); } }
int FIR::Connect(char *mess, void *input) { switch(FindMsg(mess)){ case 33: SetTable((Table *)input); return 1; case 31: SetImpulse((float *) input, m_size); default: return SndObj::Connect(mess, input); } }
void palPropeller::Apply() { palMatrix4x4 m; mat_identity(&m); mat_translate(&m,m_fRelativePosX,m_fRelativePosY,m_fRelativePosZ); //printf("rel:%f %f %f ",m._41,m._42,m._43); palMatrix4x4 bodypos = m_pBody->GetLocationMatrix(); palMatrix4x4 out; mat_multiply(&out,&bodypos,&m); palVector3 newpos; newpos.x=out._41; newpos.y=out._42; newpos.z=out._43; if (newpos.y > 0.1f ) return; Float thrust = m_Voltage*m_a_l; SetImpulse(thrust); palImpulseActuator::Apply(); }
/* ============ ImpulseCommands ============ */ void CBasePlayer::ImpulseCommands() { TraceResult tr;// UNDONE: kill me! This is temporary for PreAlpha CDs // Handle use events PlayerUse(); int iImpulse = GetImpulse(); switch( iImpulse ) { case 99: { bool bOn; if( !gmsgLogo ) { bOn = true; //TODO: figure out why this is done here. - Solokiller gmsgLogo = REG_USER_MSG( "Logo", 1 ); } else { bOn = false; } ASSERT( gmsgLogo > 0 ); // send "health" update message MESSAGE_BEGIN( MSG_ONE, gmsgLogo, NULL, this ); WRITE_BYTE( bOn ); MESSAGE_END(); if( !bOn ) gmsgLogo = 0; break; } case 100: // temporary flashlight for level designers if( FlashlightIsOn() ) { FlashlightTurnOff(); } else { FlashlightTurnOn(); } break; case 201:// paint decal if( gpGlobals->time < m_flNextDecalTime ) { // too early! break; } UTIL_MakeVectors( GetViewAngle() ); UTIL_TraceLine( GetAbsOrigin() + GetViewOffset(), GetAbsOrigin() + GetViewOffset() + gpGlobals->v_forward * 128, ignore_monsters, ENT( pev ), &tr ); if( tr.flFraction != 1.0 ) {// line hit something, so paint a decal m_flNextDecalTime = gpGlobals->time + decalfrequency.value; auto pCan = static_cast<CSprayCan*>( UTIL_CreateNamedEntity( "spray_can" ) ); pCan->CreateSprayCan( this ); } break; default: // check all of the cheat impulse commands now CheatImpulseCommands( iImpulse ); break; } SetImpulse( 0 ); }
void CBasePlayer::PreThink() { const int buttonsChanged = ( m_afButtonLast ^ GetButtons().Get() ); // These buttons have changed this frame // Debounced button codes for pressed/released // UNDONE: Do we need auto-repeat? m_afButtonPressed = buttonsChanged & GetButtons().Get(); // The changed ones still down are "pressed" m_afButtonReleased = buttonsChanged & ( ~GetButtons().Get() ); // The ones not down are "released" g_pGameRules->PlayerThink( this ); bool bCheckVehicles = true; #if USE_ANGELSCRIPT uint32_t uiFlags = PreThinkFlag::NONE; CallGlobalEvent( g_PlayerPreThinkEvent, CallFlag::NONE, this, &uiFlags ); bCheckVehicles = !( uiFlags & PreThinkFlag::SKIP_VEHICLES ); #endif if( g_fGameOver ) return; // intermission or finale UTIL_MakeVectors( GetViewAngle() ); // is this still used? ItemPreFrame(); WaterMove(); if( g_pGameRules && g_pGameRules->FAllowFlashlight() ) m_iHideHUD &= ~HIDEHUD_FLASHLIGHT; else m_iHideHUD |= HIDEHUD_FLASHLIGHT; // JOHN: checks if new client data (for HUD and view control) needs to be sent to the client UpdateClientData(); CheckTimeBasedDamage(); CheckSuitUpdate(); // Observer Button Handling if( IsObserver() ) { Observer_HandleButtons(); Observer_CheckTarget(); Observer_CheckProperties(); SetImpulse( 0 ); return; } if( GetDeadFlag() >= DEAD_DYING ) { PlayerDeathThink(); return; } // So the correct flags get sent to client asap. // if( m_afPhysicsFlags & PFLAG_ONTRAIN ) GetFlags() |= FL_ONTRAIN; else GetFlags().ClearFlags( FL_ONTRAIN ); if( bCheckVehicles ) { #if USE_OPFOR //We're on a rope. - Solokiller if( m_afPhysicsFlags & PFLAG_ONROPE && m_pRope ) { SetAbsVelocity( g_vecZero ); const Vector vecAttachPos = m_pRope->GetAttachedObjectsPosition(); SetAbsOrigin( vecAttachPos ); Vector vecForce; /* //TODO: This causes sideways acceleration that doesn't occur in Op4. - Solokiller //TODO: should be IN_MOVERIGHT and IN_MOVELEFT - Solokiller if( GetButtons().Any( IN_DUCK ) ) { vecForce.x = gpGlobals->v_right.x; vecForce.y = gpGlobals->v_right.y; vecForce.z = 0; m_pRope->ApplyForceFromPlayer( vecForce ); } if( GetButtons().Any( IN_JUMP ) ) { vecForce.x = -gpGlobals->v_right.x; vecForce.y = -gpGlobals->v_right.y; vecForce.z = 0; m_pRope->ApplyForceFromPlayer( vecForce ); } */ //Determine if any force should be applied to the rope, or if we should move around. - Solokiller if( GetButtons().Any( IN_BACK | IN_FORWARD ) ) { if( ( gpGlobals->v_forward.x * gpGlobals->v_forward.x + gpGlobals->v_forward.y * gpGlobals->v_forward.y - gpGlobals->v_forward.z * gpGlobals->v_forward.z ) <= 0.0 ) { if( m_bIsClimbing ) { const float flDelta = gpGlobals->time - m_flLastClimbTime; m_flLastClimbTime = gpGlobals->time; if( GetButtons().Any( IN_FORWARD ) ) { if( gpGlobals->v_forward.z < 0.0 ) { if( !m_pRope->MoveDown( flDelta ) ) { //Let go of the rope, detach. - Solokiller SetMoveType( MOVETYPE_WALK ); SetSolidType( SOLID_SLIDEBOX ); m_afPhysicsFlags &= ~PFLAG_ONROPE; m_pRope->DetachObject(); m_pRope = nullptr; m_bIsClimbing = false; } } else { m_pRope->MoveUp( flDelta ); } } if( GetButtons().Any( IN_BACK ) ) { if( gpGlobals->v_forward.z < 0.0 ) { m_pRope->MoveUp( flDelta ); } else if( !m_pRope->MoveDown( flDelta ) ) { //Let go of the rope, detach. - Solokiller SetMoveType( MOVETYPE_WALK ); SetSolidType( SOLID_SLIDEBOX ); m_afPhysicsFlags &= ~PFLAG_ONROPE; m_pRope->DetachObject(); m_pRope = nullptr; m_bIsClimbing = false; } } } else { m_bIsClimbing = true; m_flLastClimbTime = gpGlobals->time; } } else { vecForce.x = gpGlobals->v_forward.x; vecForce.y = gpGlobals->v_forward.y; vecForce.z = 0.0; if( GetButtons().Any( IN_BACK ) ) { vecForce.x = -gpGlobals->v_forward.x; vecForce.y = -gpGlobals->v_forward.y; vecForce.z = 0; } m_pRope->ApplyForceFromPlayer( vecForce ); m_bIsClimbing = false; } } else { m_bIsClimbing = false; } if( m_afButtonPressed & IN_JUMP ) { //We've jumped off the rope, give us some momentum - Solokiller SetMoveType( MOVETYPE_WALK ); SetSolidType( SOLID_SLIDEBOX ); this->m_afPhysicsFlags &= ~PFLAG_ONROPE; Vector vecDir = gpGlobals->v_up * 165.0 + gpGlobals->v_forward * 150.0; Vector vecVelocity = m_pRope->GetAttachedObjectsVelocity() * 2; vecVelocity.NormalizeInPlace(); vecVelocity = vecVelocity * 200; SetAbsVelocity( vecVelocity + vecDir ); m_pRope->DetachObject(); m_pRope = nullptr; m_bIsClimbing = false; } return; } #endif // Train speed control if( m_afPhysicsFlags & PFLAG_ONTRAIN ) { CBaseEntity *pTrain = GetGroundEntity(); //To match original behavior, Instance returns the world if entity is null - Solokiller if( !pTrain ) pTrain = CWorld::GetInstance(); float vel; if( !pTrain ) { TraceResult trainTrace; // Maybe this is on the other side of a level transition UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, -38 ), ignore_monsters, ENT( pev ), &trainTrace ); // HACKHACK - Just look for the func_tracktrain classname if( trainTrace.flFraction != 1.0 && trainTrace.pHit ) pTrain = CBaseEntity::Instance( trainTrace.pHit ); if( !pTrain || !( pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE ) || !pTrain->OnControls( this ) ) { //ALERT( at_error, "In train mode with no train!\n" ); m_afPhysicsFlags &= ~PFLAG_ONTRAIN; m_iTrain = TRAIN_NEW | TRAIN_OFF; return; } } else if( !GetFlags().Any( FL_ONGROUND ) || pTrain->GetSpawnFlags().Any( SF_TRACKTRAIN_NOCONTROL ) || ( GetButtons().Any( IN_MOVELEFT | IN_MOVERIGHT ) ) ) { // Turn off the train if you jump, strafe, or the train controls go dead m_afPhysicsFlags &= ~PFLAG_ONTRAIN; m_iTrain = TRAIN_NEW | TRAIN_OFF; return; } SetAbsVelocity( g_vecZero ); vel = 0; if( m_afButtonPressed & IN_FORWARD ) { vel = 1; pTrain->Use( this, this, USE_SET, ( float ) vel ); } else if( m_afButtonPressed & IN_BACK ) { vel = -1; pTrain->Use( this, this, USE_SET, ( float ) vel ); } if( vel ) { m_iTrain = TrainSpeed( pTrain->GetSpeed(), pTrain->GetImpulse() ); m_iTrain |= TRAIN_ACTIVE | TRAIN_NEW; } } else if( m_iTrain & TRAIN_ACTIVE ) m_iTrain = TRAIN_NEW; // turn off train } if( GetButtons().Any( IN_JUMP ) ) { // If on a ladder, jump off the ladder // else Jump Jump(); } // If trying to duck, already ducked, or in the process of ducking if( GetButtons().Any( IN_DUCK ) || GetFlags().Any( FL_DUCKING ) || ( m_afPhysicsFlags & PFLAG_DUCKING ) ) Duck(); if( !GetFlags().Any( FL_ONGROUND ) ) { m_flFallVelocity = -GetAbsVelocity().z; } // StudioFrameAdvance( );//!!!HACKHACK!!! Can't be hit by traceline when not animating? // Clear out ladder pointer m_hEnemy = NULL; if( m_afPhysicsFlags & PFLAG_ONBARNACLE ) { SetAbsVelocity( g_vecZero ); } }