bool CBoneFollower::Init( CBaseEntity *pOwner, const char *pModelName, solid_t &solid, const Vector &position, const QAngle &orientation ) { SetOwnerEntity( pOwner ); UTIL_SetModel( this, pModelName ); m_fEffects |= EF_NODRAW; // invisible #if VISUALIZE_FOLLOWERS_BOUNDINGBOX m_debugOverlays |= OVERLAY_BBOX_BIT; #endif m_modelIndex = modelinfo->GetModelIndex( pModelName ); m_solidIndex = solid.index; SetAbsOrigin( position ); SetAbsAngles( orientation ); SetMoveType( MOVETYPE_PUSH ); SetSolid( SOLID_VPHYSICS ); SetCollisionGroup( pOwner->GetCollisionGroup() ); AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); solid.params.pGameData = (void *)this; IPhysicsObject *pPhysics = VPhysicsInitShadow( false, false, &solid ); if ( !pPhysics ) return false; pPhysics->SetCallbackFlags( pPhysics->GetCallbackFlags() | CALLBACK_GLOBAL_TOUCH ); pPhysics->EnableGravity( false ); return true; }
bool CBoneFollower::Init( CBaseEntity *pOwner, const char *pModelName, solid_t &solid, const Vector &position, const QAngle &orientation ) { SetOwnerEntity( pOwner ); UTIL_SetModel( this, pModelName ); AddEffects( EF_NODRAW ); // invisible m_modelIndex = modelinfo->GetModelIndex( pModelName ); m_solidIndex = solid.index; SetAbsOrigin( position ); SetAbsAngles( orientation ); SetMoveType( MOVETYPE_PUSH ); SetSolid( SOLID_VPHYSICS ); SetCollisionGroup( pOwner->GetCollisionGroup() ); AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); solid.params.pGameData = (void *)this; IPhysicsObject *pPhysics = VPhysicsInitShadow( false, false, &solid ); if ( !pPhysics ) return false; // we can't use the default model bounds because each entity is only one bone of the model // so compute the OBB of the physics model and use that. Vector mins, maxs; physcollision->CollideGetAABB( &mins, &maxs, pPhysics->GetCollide(), vec3_origin, vec3_angle ); SetCollisionBounds( mins, maxs ); pPhysics->SetCallbackFlags( pPhysics->GetCallbackFlags() | CALLBACK_GLOBAL_TOUCH ); pPhysics->EnableGravity( false ); // This is not a normal shadow controller that is trying to go to a space occupied by an entity in the game physics // This entity is not running PhysicsPusher(), so Vphysics is supposed to move it // This line of code informs vphysics of that fact if ( pOwner->IsNPC() ) { pPhysics->GetShadowController()->SetPhysicallyControlled( true ); } return true; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CTriggerPortalCleanser::TransferPhysicsObject( CBaseEntity *pFrom, CBaseEntity *pTo, bool wakeUp ) { IPhysicsObject *pVPhysics = pFrom->VPhysicsGetObject(); if ( !pVPhysics || pVPhysics->IsStatic() ) return false; Vector vecVelocity, vecAngular; pVPhysics->GetVelocity( &vecVelocity, &vecAngular ); // clear out the pointer so it won't get deleted pFrom->VPhysicsSwapObject( NULL ); // remove any AI behavior bound to it pVPhysics->RemoveShadowController(); // transfer to the new owner pTo->VPhysicsSetObject( pVPhysics ); pVPhysics->SetGameData( (void *)pTo ); pTo->VPhysicsUpdate( pVPhysics ); // may have been temporarily disabled by the old object pVPhysics->EnableMotion( true ); pVPhysics->EnableGravity( false ); // Slow down and push up the object. vecVelocity /= 2; vecAngular /= 2; vecVelocity.z += 10; pVPhysics->SetVelocity( &vecVelocity, &vecAngular ); // Update for the new entity solid type pVPhysics->RecheckCollisionFilter(); if ( wakeUp ) { pVPhysics->Wake(); } return true; }
void CTFGrenadeNailProjectile::StartEmittingNails( void ) { // 0.4 seconds later, emit nails IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if ( pPhysicsObject ) { m_pMotionController = physenv->CreateMotionController( &m_GrenadeController ); m_pMotionController->AttachObject( pPhysicsObject, true ); pPhysicsObject->EnableGravity( false ); pPhysicsObject->Wake(); } QAngle ang(0,0,0); Vector pos = GetAbsOrigin(); pos.z += 32; m_GrenadeController.SetDesiredPosAndOrientation( pos, ang ); m_flNailAngle = 0; m_iNumNailBurstsLeft = 40; int animDesired = SelectWeightedSequence( ACT_RANGE_ATTACK1 ); ResetSequence( animDesired ); SetPlaybackRate( 1.0 ); Vector soundPosition = GetAbsOrigin() + Vector( 0, 0, 5 ); CPASAttenuationFilter filter( soundPosition ); EmitSound( filter, entindex(), "Weapon_Grenade_Nail.Launch" ); #ifdef GAME_DLL SetThink( &CTFGrenadeNailProjectile::EmitNails ); SetNextThink( gpGlobals->curtime + 0.4 ); #endif }
// UNDONE: Is this worth it?, just recreate the object instead? (that happens when this returns false anyway) // recreating works, but is more expensive and won't inherit properties (velocity, constraints, etc) bool TransferPhysicsObject( CBaseEntity *pFrom, CBaseEntity *pTo ) { IPhysicsObject *pVPhysics = pFrom->VPhysicsGetObject(); if ( !pVPhysics || pVPhysics->IsStatic() ) return false; // clear out the pointer so it won't get deleted pFrom->VPhysicsSwapObject( NULL ); // remove any AI behavior bound to it pVPhysics->RemoveShadowController(); // transfer to the new owner pTo->VPhysicsSetObject( pVPhysics ); pVPhysics->SetGameData( (void *)pTo ); pTo->VPhysicsUpdate( pVPhysics ); // may have been temporarily disabled by the old object pVPhysics->EnableMotion( true ); pVPhysics->EnableGravity( true ); // Update for the new entity solid type pVPhysics->RecheckCollisionFilter(); return true; }
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; }
//----------------------------------------------------------------------------- // Purpose: Called when an entity starts touching us. // Input : pOther - The entity that is touching us. //----------------------------------------------------------------------------- void CTriggerPortalCleanser::StartTouch( CBaseEntity *pOther ) { if ( PassesTriggerFilters(pOther) ) { EHANDLE hOther; hOther = pOther; bool bAdded = false; if ( m_hTouchingEntities.Find( hOther ) == m_hTouchingEntities.InvalidIndex() ) { m_hTouchingEntities.AddToTail( hOther ); bAdded = true; } m_OnStartTouch.FireOutput(pOther, this); if ( bAdded && ( m_hTouchingEntities.Count() == 1 ) ) { // First entity to touch us that passes our filters m_OnStartTouchAll.FireOutput( pOther, this ); } if ( portal_cleanser_debug.GetBool() ) { Msg("%s START-TOUCH: for %s\n", GetDebugName(), pOther->GetDebugName() ); } if ( !pOther->IsPlayer() ) { CBaseAnimating *pAnim = pOther->GetBaseAnimating(); if ( !pAnim ) return; // Can't dissolve twice. if ( pAnim->IsDissolving() ) return; // Force player to drop this object. Pickup_ForcePlayerToDropThisObject( pOther ); if ( !FClassnameIs( pOther, "prop_physics" ) ) { if ( FClassnameIs( pOther, "simple_physics_prop" ) || FClassnameIs( pOther, "simple_physics_brush" ) ) { // simple_physics_prop ? return; } if ( portal_cleanser_debug.GetBool() ) { Msg("%s IS CREATING: simple_physics_prop\n", GetDebugName()); } // Other object needs to be replaced by simple_physics_prop. pOther = CreateSimplePhysicsObject( pOther ); // Dissolve the entity. CBaseAnimating *pAnim = pOther->GetBaseAnimating(); pAnim->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL ); if ( portal_cleanser_debug.GetBool() ) { Msg("%s DISSOLVE SIMPLE PHYSICS: %s\n", GetDebugName(), pOther->GetDebugName() ); } // Outputs m_hActivator = pOther; m_OnDissolve.FireOutput(m_hActivator, this); return; } IPhysicsObject *pPhysics = pOther->VPhysicsGetObject(); if ( pPhysics ) { // Dissolve the entity. pAnim->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL ); if ( portal_cleanser_debug.GetBool() ) { Msg("%s DISSOLVE PHYSICS: %s\n", GetDebugName(), pOther->GetDebugName() ); } // Turn off the gravity for this object. pPhysics->EnableGravity( false ); // Slow down and push up the object. Vector vecVelocity, vecAngular; pPhysics->GetVelocity( &vecVelocity, &vecAngular ); vecVelocity /= 2; vecAngular /= 2; vecVelocity.z += 10; pPhysics->SetVelocity( &vecVelocity, &vecAngular ); // Outputs m_hActivator = pOther; m_OnDissolve.FireOutput(m_hActivator, this); const char *pModelName = STRING( pOther->GetModelName() ); if ( Q_strstr( pModelName, "models/props/metal_box.mdl" ) ) { m_OnDissolveBox.FireOutput(m_hActivator, this); } } } } }