|
|
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "vphysics_interface.h"
#include "physics.h"
#include "vcollide_parse.h"
#include "entitylist.h"
#include "physobj.h"
#include "hierarchy.h"
#include "game.h"
#include "ndebugoverlay.h"
#include "engine/IEngineSound.h"
#include "model_types.h"
#include "props.h"
#include "physics_saverestore.h"
#include "saverestore_utlvector.h"
#include "vphysics/constraints.h"
#include "collisionutils.h"
#include "decals.h"
#include "bone_setup.h"
#ifdef PORTAL
#include "portal_base2d_shared.h"
#include "particle_system.h"
#endif // PORTAL
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar debug_physimpact("debug_physimpact", "0" );
const char *GetMassEquivalent(float flMass);
// This is a physically simulated spring, used to join objects together and create spring forces
//
// NOTE: Springs are not physical in the sense that they only create force, they do not collide with
// anything or have any REAL constraints. They can be stretched infinitely (though this will create
// and infinite force), they can penetrate any other object (or spring). They do not occupy any space.
//
#define SF_SPRING_ONLYSTRETCH 0x0001
class CPhysicsSpring : public CBaseEntity { DECLARE_CLASS( CPhysicsSpring, CBaseEntity ); public: CPhysicsSpring(); ~CPhysicsSpring();
void Spawn( void ); void Activate( void );
// Inputs
void InputSetSpringConstant( inputdata_t &inputdata ); void InputSetSpringDamping( inputdata_t &inputdata ); void InputSetSpringLength( inputdata_t &inputdata );
// Debug
int DrawDebugTextOverlays(void); void DrawDebugGeometryOverlays(void);
void GetSpringObjectConnections( string_t nameStart, string_t nameEnd, IPhysicsObject **pStart, IPhysicsObject **pEnd ); void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms ); IPhysicsObject *GetStartObject() { return m_pSpring ? m_pSpring->GetStartObject() : NULL; } IPhysicsObject *GetEndObject() { return m_pSpring ? m_pSpring->GetEndObject() : NULL; }
DECLARE_DATADESC();
private: IPhysicsSpring *m_pSpring; bool m_isLocal;
// These are "template" values used to construct the spring. After creation, they are not needed
float m_tempConstant; float m_tempLength; // This is the "ideal" length of the spring, not the length it is currently stretched to.
float m_tempDamping; float m_tempRelativeDamping;
string_t m_nameAttachStart; string_t m_nameAttachEnd; Vector m_start; Vector m_end; unsigned int m_teleportTick; };
LINK_ENTITY_TO_CLASS( phys_spring, CPhysicsSpring );
BEGIN_DATADESC( CPhysicsSpring )
DEFINE_PHYSPTR( m_pSpring ),
DEFINE_KEYFIELD( m_tempConstant, FIELD_FLOAT, "constant" ), DEFINE_KEYFIELD( m_tempLength, FIELD_FLOAT, "length" ), DEFINE_KEYFIELD( m_tempDamping, FIELD_FLOAT, "damping" ), DEFINE_KEYFIELD( m_tempRelativeDamping, FIELD_FLOAT, "relativedamping" ),
DEFINE_KEYFIELD( m_nameAttachStart, FIELD_STRING, "attach1" ), DEFINE_KEYFIELD( m_nameAttachEnd, FIELD_STRING, "attach2" ),
DEFINE_FIELD( m_start, FIELD_POSITION_VECTOR ), DEFINE_KEYFIELD( m_end, FIELD_POSITION_VECTOR, "springaxis" ), DEFINE_FIELD( m_isLocal, FIELD_BOOLEAN ),
// Not necessary to save... it's only there to make sure
// DEFINE_FIELD( m_teleportTick, FIELD_INTEGER ),
// Inputs
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpringConstant", InputSetSpringConstant ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpringLength", InputSetSpringLength ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpringDamping", InputSetSpringDamping ),
END_DATADESC()
// debug function - slow, uses dynamic_cast<> - use this to query the attached objects
// physics_debug_entity toggles the constraint system for an object using this
bool GetSpringAttachments( CBaseEntity *pEntity, CBaseEntity *pAttachOut[2], IPhysicsObject *pAttachVPhysics[2] ) { CPhysicsSpring *pSpringEntity = dynamic_cast<CPhysicsSpring *>(pEntity); if ( pSpringEntity ) { IPhysicsObject *pRef = pSpringEntity->GetStartObject(); pAttachOut[0] = pRef ? static_cast<CBaseEntity *>(pRef->GetGameData()) : NULL; pAttachVPhysics[0] = pRef; IPhysicsObject *pAttach = pSpringEntity->GetEndObject(); pAttachOut[1] = pAttach ? static_cast<CBaseEntity *>(pAttach->GetGameData()) : NULL; pAttachVPhysics[1] = pAttach; return true; } return false; }
CPhysicsSpring::CPhysicsSpring( void ) { #ifdef _DEBUG
m_start.Init(); m_end.Init(); #endif
m_pSpring = NULL; m_tempConstant = 150; m_tempLength = 0; m_tempDamping = 2.0; m_tempRelativeDamping = 0.01; m_isLocal = false; m_teleportTick = 0xFFFFFFFF; }
CPhysicsSpring::~CPhysicsSpring( void ) { if ( m_pSpring ) { physenv->DestroySpring( m_pSpring ); } }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPhysicsSpring::InputSetSpringConstant( inputdata_t &inputdata ) { m_tempConstant = inputdata.value.Float(); m_pSpring->SetSpringConstant(inputdata.value.Float()); }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPhysicsSpring::InputSetSpringDamping( inputdata_t &inputdata ) { m_tempDamping = inputdata.value.Float(); m_pSpring->SetSpringDamping(inputdata.value.Float()); }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPhysicsSpring::InputSetSpringLength( inputdata_t &inputdata ) { m_tempLength = inputdata.value.Float(); m_pSpring->SetSpringLength(inputdata.value.Float()); }
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CPhysicsSpring::DrawDebugTextOverlays(void) { int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512]; Q_snprintf(tempstr,sizeof(tempstr),"Constant: %3.2f",m_tempConstant); EntityText(text_offset,tempstr,0); text_offset++;
Q_snprintf(tempstr,sizeof(tempstr),"Length: %3.2f",m_tempLength); EntityText(text_offset,tempstr,0); text_offset++;
Q_snprintf(tempstr,sizeof(tempstr),"Damping: %3.2f",m_tempDamping); EntityText(text_offset,tempstr,0); text_offset++;
} return text_offset; }
//-----------------------------------------------------------------------------
// Purpose: Override base class to add display of fly direction
// Input :
// Output :
//-----------------------------------------------------------------------------
void CPhysicsSpring::DrawDebugGeometryOverlays(void) { if ( !m_pSpring ) return;
// ------------------------------
// Draw if BBOX is on
// ------------------------------
if (m_debugOverlays & OVERLAY_BBOX_BIT) { Vector vStartPos; Vector vEndPos; m_pSpring->GetEndpoints( &vStartPos, &vEndPos );
Vector vSpringDir = vEndPos - vStartPos; VectorNormalize(vSpringDir);
Vector vLength = vStartPos + (vSpringDir*m_tempLength);
NDebugOverlay::Line(vStartPos, vLength, 0,0,255, false, 0); NDebugOverlay::Line(vLength, vEndPos, 255,0,0, false, 0); } BaseClass::DrawDebugGeometryOverlays(); }
bool PointIsNearer( IPhysicsObject *pObject1, const Vector &point1, const Vector &point2 ) { Vector center; pObject1->GetPosition( ¢er, 0 );
float dist1 = (center - point1).LengthSqr(); float dist2 = (center - point2).LengthSqr();
if ( dist1 < dist2 ) return true;
return false; }
void CPhysicsSpring::GetSpringObjectConnections( string_t nameStart, string_t nameEnd, IPhysicsObject **pStart, IPhysicsObject **pEnd ) { IPhysicsObject *pStartObject = FindPhysicsObjectByName( STRING(nameStart), this ); IPhysicsObject *pEndObject = FindPhysicsObjectByName( STRING(nameEnd), this );
// Assume the world for missing objects
if ( !pStartObject ) { pStartObject = g_PhysWorldObject; } else if ( !pEndObject ) { // try to sort so that the world is always the start object
pEndObject = pStartObject; pStartObject = g_PhysWorldObject; } else { CBaseEntity *pEntity0 = (CBaseEntity *) (pStartObject->GetGameData()); if ( pEntity0 ) { g_pNotify->AddEntity( this, pEntity0 ); }
CBaseEntity *pEntity1 = (CBaseEntity *) pEndObject->GetGameData(); if ( pEntity1 ) { g_pNotify->AddEntity( this, pEntity1 ); } }
*pStart = pStartObject; *pEnd = pEndObject; }
void CPhysicsSpring::Activate( void ) { BaseClass::Activate();
// UNDONE: save/restore all data, and only create the spring here
if ( !m_pSpring ) { IPhysicsObject *pStart, *pEnd;
GetSpringObjectConnections( m_nameAttachStart, m_nameAttachEnd, &pStart, &pEnd );
// Needs to connect to real, different objects
if ( (!pStart || !pEnd) || (pStart == pEnd) ) { DevMsg("ERROR: Can't init spring %s from \"%s\" to \"%s\"\n", GetDebugName(), STRING(m_nameAttachStart), STRING(m_nameAttachEnd) ); UTIL_Remove( this ); return; }
// if m_end is not closer to pEnd than m_start, swap
if ( !PointIsNearer( pEnd, m_end, m_start ) ) { Vector tmpVec = m_start; m_start = m_end; m_end = tmpVec; }
// create the spring
springparams_t spring; spring.constant = m_tempConstant; spring.damping = m_tempDamping; spring.naturalLength = m_tempLength; spring.relativeDamping = m_tempRelativeDamping; spring.startPosition = m_start; spring.endPosition = m_end; spring.useLocalPositions = false; spring.onlyStretch = HasSpawnFlags( SF_SPRING_ONLYSTRETCH ); m_pSpring = physenv->CreateSpring( pStart, pEnd, &spring ); } }
void CPhysicsSpring::Spawn( void ) { SetSolid( SOLID_NONE ); m_start = GetAbsOrigin(); if ( m_tempLength <= 0 ) { m_tempLength = (m_end - m_start).Length(); } }
void CPhysicsSpring::NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms ) { // don't recurse
if ( eventType != NOTIFY_EVENT_TELEPORT || (unsigned int)gpGlobals->tickcount == m_teleportTick ) return;
m_teleportTick = gpGlobals->tickcount; PhysTeleportConstrainedEntity( pNotify, m_pSpring->GetStartObject(), m_pSpring->GetEndObject(), params.pTeleport->prevOrigin, params.pTeleport->prevAngles, params.pTeleport->physicsRotate ); }
// ---------------------------------------------------------------------
//
// CPhysBox -- physically simulated brush
//
// ---------------------------------------------------------------------
// SendTable stuff.
IMPLEMENT_SERVERCLASS_ST(CPhysBox, DT_PhysBox) END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( func_physbox, CPhysBox );
BEGIN_DATADESC( CPhysBox )
DEFINE_FIELD( m_hCarryingPlayer, FIELD_EHANDLE ),
DEFINE_KEYFIELD( m_massScale, FIELD_FLOAT, "massScale" ), DEFINE_KEYFIELD( m_damageType, FIELD_INTEGER, "Damagetype" ), DEFINE_KEYFIELD( m_iszOverrideScript, FIELD_STRING, "overridescript" ), DEFINE_KEYFIELD( m_damageToEnableMotion, FIELD_INTEGER, "damagetoenablemotion" ), DEFINE_KEYFIELD( m_flForceToEnableMotion, FIELD_FLOAT, "forcetoenablemotion" ), DEFINE_KEYFIELD( m_angPreferredCarryAngles, FIELD_VECTOR, "preferredcarryangles" ), DEFINE_KEYFIELD( m_bNotSolidToWorld, FIELD_BOOLEAN, "notsolid" ), DEFINE_KEYFIELD( m_iExploitableByPlayer, FIELD_INTEGER, "ExploitableByPlayer" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Wake", InputWake ), DEFINE_INPUTFUNC( FIELD_VOID, "Sleep", InputSleep ), DEFINE_INPUTFUNC( FIELD_VOID, "EnableMotion", InputEnableMotion ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableMotion", InputDisableMotion ), DEFINE_INPUTFUNC( FIELD_VOID, "ForceDrop", InputForceDrop ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableFloating", InputDisableFloating ), DEFINE_INPUTFUNC( FIELD_VOID, "BecomeDebris", InputBecomeDebris ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable),
// Function pointers
DEFINE_ENTITYFUNC( BreakTouch ),
// Outputs
DEFINE_OUTPUT( m_OnDamaged, "OnDamaged" ), DEFINE_OUTPUT( m_OnAwakened, "OnAwakened" ), DEFINE_OUTPUT( m_OnMotionEnabled, "OnMotionEnabled" ), DEFINE_OUTPUT( m_OnPhysGunPickup, "OnPhysGunPickup" ), DEFINE_OUTPUT( m_OnPhysGunPunt, "OnPhysGunPunt" ), DEFINE_OUTPUT( m_OnPhysGunOnlyPickup, "OnPhysGunOnlyPickup" ), DEFINE_OUTPUT( m_OnPhysGunDrop, "OnPhysGunDrop" ), DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ),
END_DATADESC()
// UNDONE: Save/Restore needs to take the physics object's properties into account
// UNDONE: Acceleration, velocity, angular velocity, etc. must be preserved
// UNDONE: Many of these quantities are relative to a coordinate frame
// UNDONE: Translate when going across transitions?
// UNDONE: Build transition transformation, and transform data in save/restore for IPhysicsObject
// UNDONE: Angles are saved in the entity, but not propagated back to the IPhysicsObject on restore
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysBox::Spawn( void ) { // Initialize damage modifiers. Must be done before baseclass spawn.
m_flDmgModBullet = func_breakdmg_bullet.GetFloat(); m_flDmgModClub = func_breakdmg_club.GetFloat(); m_flDmgModExplosive = func_breakdmg_explosive.GetFloat(); m_flDmgModFire = 1.0f;
ParsePropData();
Precache();
m_iMaxHealth = ( m_iHealth > 0 ) ? m_iHealth : 1;
if ( HasSpawnFlags( SF_BREAK_TRIGGER_ONLY ) ) { m_takedamage = DAMAGE_EVENTS_ONLY; AddSpawnFlags( SF_BREAK_DONT_TAKE_PHYSICS_DAMAGE ); } else if ( m_iHealth == 0 ) { m_takedamage = DAMAGE_EVENTS_ONLY; AddSpawnFlags( SF_BREAK_DONT_TAKE_PHYSICS_DAMAGE ); } else { m_takedamage = DAMAGE_YES; } SetMoveType( MOVETYPE_NONE ); SetAbsVelocity( vec3_origin ); SetModel( STRING( GetModelName() ) ); SetSolid( SOLID_VPHYSICS ); if ( HasSpawnFlags( SF_PHYSBOX_DEBRIS ) ) { SetCollisionGroup( COLLISION_GROUP_DEBRIS ); }
if ( HasSpawnFlags( SF_PHYSBOX_NO_ROTORWASH_PUSH ) ) { AddEFlags( EFL_NO_ROTORWASH_PUSH ); }
if ( m_bNotSolidToWorld ) { AddSolidFlags( FSOLID_NOT_SOLID ); } CreateVPhysics();
m_hCarryingPlayer = NULL;
SetTouch( &CPhysBox::BreakTouch ); if ( HasSpawnFlags( SF_BREAK_TRIGGER_ONLY ) ) // Only break on trigger
{ SetTouch( NULL ); }
if ( m_impactEnergyScale == 0 ) { m_impactEnergyScale = 1.0; } }
// shared from studiomdl, checks for long, thin objects and adds some damping
// to prevent endless rolling due to low inertia
static bool ShouldDampRotation( const CPhysCollide *pCollide ) { Vector mins, maxs; physcollision->CollideGetAABB( &mins, &maxs, pCollide, vec3_origin, vec3_angle ); Vector size = maxs-mins; int largest = 0; float largeSize = size[0]; for ( int i = 1; i < 3; i++ ) { if ( size[i] > largeSize ) { largeSize = size[i]; largest = i; } } size[largest] = 0; float len = size.Length(); if ( len > 0 ) { float sizeRatio = largeSize / len; // HACKHACK: Hardcoded size ratio to induce damping
// This prevents long skinny objects from rolling endlessly
if ( sizeRatio > 9 ) return true; } return false; }
bool CPhysBox::CreateVPhysics() { solid_t tmpSolid; PhysModelParseSolid( tmpSolid, this, GetModelIndex() ); if ( m_massScale > 0 ) { tmpSolid.params.mass *= m_massScale; }
vcollide_t *pVCollide = modelinfo->GetVCollide( GetModelIndex() ); PhysGetMassCenterOverride( this, pVCollide, tmpSolid ); PhysSolidOverride( tmpSolid, m_iszOverrideScript ); if ( tmpSolid.params.rotdamping < 1.0f && ShouldDampRotation(pVCollide->solids[0]) ) { tmpSolid.params.rotdamping = 1.0f; } IPhysicsObject *pPhysics = VPhysicsInitNormal( GetSolid(), GetSolidFlags(), true, &tmpSolid );
if ( m_damageType == 1 ) { PhysSetGameFlags( pPhysics, FVPHYSICS_DMG_SLICE ); }
// Wake it up if not asleep
if ( !HasSpawnFlags(SF_PHYSBOX_ASLEEP) ) { pPhysics->Wake(); }
if ( HasSpawnFlags(SF_PHYSBOX_MOTIONDISABLED) || m_damageToEnableMotion > 0 || m_flForceToEnableMotion > 0 ) { pPhysics->EnableMotion( false ); }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPhysBox::ObjectCaps() { int caps = BaseClass::ObjectCaps() | FCAP_WCEDIT_POSITION; if ( HasSpawnFlags( SF_PHYSBOX_ENABLE_PICKUP_OUTPUT ) ) { caps |= FCAP_IMPULSE_USE; } else if ( !HasSpawnFlags( SF_PHYSBOX_IGNOREUSE ) ) { if ( CBasePlayer::CanPickupObject( this, 35, 128 ) ) { caps |= FCAP_IMPULSE_USE; } }
return caps; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysBox::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBasePlayer *pPlayer = ToBasePlayer( pActivator ); if ( pPlayer ) { if ( HasSpawnFlags( SF_PHYSBOX_ENABLE_PICKUP_OUTPUT ) ) { m_OnPlayerUse.FireOutput( this, this ); }
if ( !HasSpawnFlags( SF_PHYSBOX_IGNOREUSE ) ) { pPlayer->PickupObject( this ); } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CPhysBox::CanBePickedUpByPhyscannon() { if ( HasSpawnFlags( SF_PHYSBOX_NEVER_PICK_UP ) ) return false;
IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if ( !pPhysicsObject ) return false; if ( !pPhysicsObject->IsMotionEnabled() && !HasSpawnFlags( SF_PHYSBOX_ENABLE_ON_PHYSCANNON ) ) return false;
return true; }
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CPhysBox::DrawDebugTextOverlays(void) { int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT) { if (VPhysicsGetObject()) { char tempstr[512]; Q_snprintf(tempstr, sizeof(tempstr),"Mass: %.2f kg / %.2f lb (%s)", VPhysicsGetObject()->GetMass(), kg2lbs(VPhysicsGetObject()->GetMass()), GetMassEquivalent(VPhysicsGetObject()->GetMass())); EntityText( text_offset, tempstr, 0); text_offset++; } }
return text_offset; }
//-----------------------------------------------------------------------------
// Purpose: Input handler that breaks the physics object away from its parent
// and starts it simulating.
//-----------------------------------------------------------------------------
void CPhysBox::InputWake( inputdata_t &inputdata ) { VPhysicsGetObject()->Wake(); }
//-----------------------------------------------------------------------------
// Purpose: Input handler that breaks the physics object away from its parent
// and stops it simulating.
//-----------------------------------------------------------------------------
void CPhysBox::InputSleep( inputdata_t &inputdata ) { VPhysicsGetObject()->Sleep(); }
//-----------------------------------------------------------------------------
// Purpose: Show and make solid
//-----------------------------------------------------------------------------
void CPhysBox::InputEnable( inputdata_t &inputdata ) { RemoveSolidFlags( FSOLID_NOT_SOLID ); RemoveEffects( EF_NODRAW ); }
//-----------------------------------------------------------------------------
// Purpose: Hide and make not solid
//-----------------------------------------------------------------------------
void CPhysBox::InputDisable( inputdata_t &inputdata ) { AddSolidFlags( FSOLID_NOT_SOLID ); AddEffects( EF_NODRAW ); }
//-----------------------------------------------------------------------------
// Purpose: Enable physics motion and collision response (on by default)
//-----------------------------------------------------------------------------
void CPhysBox::InputEnableMotion( inputdata_t &inputdata ) { EnableMotion(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysBox::EnableMotion( void ) { IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if ( pPhysicsObject != NULL ) { pPhysicsObject->EnableMotion( true ); pPhysicsObject->Wake(); }
m_damageToEnableMotion = 0; m_flForceToEnableMotion = 0;
m_OnMotionEnabled.FireOutput( this, this, 0 ); }
//-----------------------------------------------------------------------------
// Purpose: Disable any physics motion or collision response
//-----------------------------------------------------------------------------
void CPhysBox::InputDisableMotion( inputdata_t &inputdata ) { IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if ( pPhysicsObject != NULL ) { pPhysicsObject->EnableMotion( false ); } }
// Turn off floating simulation (and cost)
void CPhysBox::InputDisableFloating( inputdata_t &inputdata ) { PhysEnableFloating( VPhysicsGetObject(), false ); }
// Switch our collision to debris
void CPhysBox::InputBecomeDebris( inputdata_t &inputdata ) { SetCollisionGroup( COLLISION_GROUP_DEBRIS ); }
//-----------------------------------------------------------------------------
// Purpose: If we're being held by the player's hand/physgun, force it to drop us
//-----------------------------------------------------------------------------
void CPhysBox::InputForceDrop( inputdata_t &inputdata ) { if ( m_hCarryingPlayer ) { m_hCarryingPlayer->ForceDropOfCarriedPhysObjects(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysBox::Move( const Vector &direction ) { VPhysicsGetObject()->ApplyForceCenter( direction ); }
// Update the visible representation of the physic system's representation of this object
void CPhysBox::VPhysicsUpdate( IPhysicsObject *pPhysics ) { BaseClass::VPhysicsUpdate( pPhysics );
// if this is the first time we have moved, fire our target
if ( HasSpawnFlags( SF_PHYSBOX_ASLEEP ) ) { if ( !pPhysics->IsAsleep() ) { m_OnAwakened.FireOutput(this, this); FireTargets( STRING(m_target), this, this, USE_TOGGLE, 0 ); RemoveSpawnFlags( SF_PHYSBOX_ASLEEP ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysBox::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) { if ( reason == PUNTED_BY_CANNON ) { m_OnPhysGunPunt.FireOutput( pPhysGunUser, this ); }
IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if ( pPhysicsObject && !pPhysicsObject->IsMoveable() ) { if ( !HasSpawnFlags( SF_PHYSBOX_ENABLE_ON_PHYSCANNON ) ) return; EnableMotion(); }
m_OnPhysGunPickup.FireOutput( pPhysGunUser, this );
// Are we just being punted?
if ( reason == PUNTED_BY_CANNON ) return;
if( reason == PICKED_UP_BY_CANNON ) { m_OnPhysGunOnlyPickup.FireOutput( pPhysGunUser, this ); }
m_hCarryingPlayer = pPhysGunUser; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysBox::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) { BaseClass::OnPhysGunDrop( pPhysGunUser, Reason );
m_hCarryingPlayer = NULL; m_OnPhysGunDrop.FireOutput( pPhysGunUser, this ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysBox::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) { BaseClass::VPhysicsCollision( index, pEvent );
IPhysicsObject *pPhysObj = pEvent->pObjects[!index];
// If we have a force to enable motion, and we're still disabled, check to see if this should enable us
if ( m_flForceToEnableMotion ) { CBaseEntity *pOther = static_cast<CBaseEntity *>(pPhysObj->GetGameData());
// Don't allow the player to bump an object active if we've requested not to
if ( ( pOther && pOther->IsPlayer() && HasSpawnFlags( SF_PHYSBOX_PREVENT_PLAYER_TOUCH_ENABLE ) ) == false ) { // Large enough to enable motion?
float flForce = pEvent->collisionSpeed * pEvent->pObjects[!index]->GetMass(); if ( flForce >= m_flForceToEnableMotion ) { EnableMotion(); } } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPhysBox::OnTakeDamage( const CTakeDamageInfo &info ) { if ( IsMarkedForDeletion() ) return 0;
// note: if motion is disabled, OnTakeDamage can't apply physics force
int ret = BaseClass::OnTakeDamage( info );
if ( info.GetInflictor() ) { m_OnDamaged.FireOutput( info.GetAttacker(), this ); }
// Have we been broken? If so, abort
if ( GetHealth() <= 0 ) return ret;
// If we have a force to enable motion, and we're still disabled, check to see if this should enable us
if ( m_flForceToEnableMotion ) { // Large enough to enable motion?
float flForce = info.GetDamageForce().Length(); if ( flForce >= m_flForceToEnableMotion ) { IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if ( pPhysicsObject ) { EnableMotion(); } } }
// Check our health against the threshold:
if( m_damageToEnableMotion > 0 && GetHealth() < m_damageToEnableMotion ) { EnableMotion(); VPhysicsTakeDamage( info ); }
return ret; }
//-----------------------------------------------------------------------------
// Purpose: Return true if this physbox has preferred carry angles
//-----------------------------------------------------------------------------
bool CPhysBox::HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ) { return HasSpawnFlags( SF_PHYSBOX_USEPREFERRED ); }
// ---------------------------------------------------------------------
//
// CPhysExplosion -- physically simulated explosion
//
// ---------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( env_physexplosion, CPhysExplosion );
BEGIN_DATADESC( CPhysExplosion )
DEFINE_KEYFIELD( m_damage, FIELD_FLOAT, "magnitude" ), DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "radius" ), DEFINE_KEYFIELD( m_targetEntityName, FIELD_STRING, "targetentityname" ), DEFINE_KEYFIELD( m_flInnerRadius, FIELD_FLOAT, "inner_radius" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ), DEFINE_INPUTFUNC( FIELD_VOID, "ExplodeAndRemove", InputExplodeAndRemove ),
// Outputs
DEFINE_OUTPUT( m_OnPushedPlayer, "OnPushedPlayer" ),
END_DATADESC()
void CPhysExplosion::Spawn( void ) { SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_NONE ); SetModelName( NULL_STRING ); }
float CPhysExplosion::GetRadius( void ) { float radius = m_radius; if ( radius <= 0 ) { // Use the same radius as combat
radius = m_damage * 2.5; }
return radius; }
CBaseEntity *CPhysExplosion::FindEntity( CBaseEntity *pEntity, CBaseEntity *pActivator, CBaseEntity *pCaller ) { // Filter by name or classname
if ( m_targetEntityName != NULL_STRING ) { // Try an explicit name first
CBaseEntity *pTarget = gEntList.FindEntityByName( pEntity, m_targetEntityName, NULL, pActivator, pCaller ); if ( pTarget != NULL ) return pTarget;
// Failing that, try a classname
return gEntList.FindEntityByClassnameWithin( pEntity, STRING(m_targetEntityName), GetAbsOrigin(), GetRadius() ); }
// Just find anything in the radius
return gEntList.FindEntityInSphere( pEntity, GetAbsOrigin(), GetRadius() ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysExplosion::InputExplode( inputdata_t &inputdata ) { Explode( inputdata.pActivator, inputdata.pCaller ); }
void CPhysExplosion::InputExplodeAndRemove( inputdata_t &inputdata ) { ExplodeAndRemove( inputdata.pActivator, inputdata.pCaller ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysExplosion::Explode( CBaseEntity *pActivator, CBaseEntity *pCaller ) { CBaseEntity *pEntity = NULL; float adjustedDamage, falloff, flDist; Vector vecSpot, vecOrigin;
falloff = 1.0 / 2.5;
// iterate on all entities in the vicinity.
// I've removed the traceline heuristic from phys explosions. SO right now they will
// affect entities through walls. (sjb)
// UNDONE: Try tracing world-only?
while ((pEntity = FindEntity( pEntity, pActivator, pCaller )) != NULL) { // UNDONE: Ask the object if it should get force if it's not MOVETYPE_VPHYSICS?
if ( pEntity->m_takedamage != DAMAGE_NO && (pEntity->GetMoveType() == MOVETYPE_VPHYSICS || (pEntity->VPhysicsGetObject() /*&& !pEntity->IsPlayer()*/)) ) { vecOrigin = GetAbsOrigin(); vecSpot = pEntity->BodyTarget( vecOrigin ); // Squash this down to a circle
if ( HasSpawnFlags( SF_PHYSEXPLOSION_RADIAL ) ) { vecOrigin[2] = vecSpot[2]; } // decrease damage for an ent that's farther from the bomb.
flDist = ( vecOrigin - vecSpot ).Length();
if( m_radius == 0 || flDist <= m_radius ) { if ( HasSpawnFlags( SF_PHYSEXPLOSION_TEST_LOS ) ) { Vector vecStartPos = GetAbsOrigin(); Vector vecEndPos = pEntity->BodyTarget( vecStartPos, false );
if ( m_flInnerRadius != 0.0f ) { // Find a point on our inner radius sphere to begin from
Vector vecDirToTarget = ( vecEndPos - vecStartPos ); VectorNormalize( vecDirToTarget ); vecStartPos = GetAbsOrigin() + ( vecDirToTarget * m_flInnerRadius ); }
trace_t tr; UTIL_TraceLine( vecStartPos, pEntity->BodyTarget( vecStartPos, false ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
// Shielded
if ( tr.fraction < 1.0f && tr.m_pEnt != pEntity ) continue; }
adjustedDamage = flDist * falloff; adjustedDamage = m_damage - adjustedDamage; if ( adjustedDamage < 1 ) { adjustedDamage = 1; }
CTakeDamageInfo info( this, this, adjustedDamage, DMG_BLAST ); CalculateExplosiveDamageForce( &info, (vecSpot - vecOrigin), vecOrigin ); if ( HasSpawnFlags( SF_PHYSEXPLOSION_PUSH_PLAYER ) ) { if ( pEntity->IsPlayer() ) { Vector vecPushDir = ( pEntity->BodyTarget( GetAbsOrigin(), false ) - GetAbsOrigin() ); float dist = VectorNormalize( vecPushDir );
float flFalloff = RemapValClamped( dist, m_radius, m_radius*0.75f, 0.0f, 1.0f );
if ( HasSpawnFlags( SF_PHYSEXPLOSION_DISORIENT_PLAYER ) ) { //Disorient the player
QAngle vecDeltaAngles;
vecDeltaAngles.x = random->RandomInt( -30, 30 ); vecDeltaAngles.y = random->RandomInt( -30, 30 ); vecDeltaAngles.z = 0.0f;
CBasePlayer *pPlayer = ToBasePlayer( pEntity ); pPlayer->SnapEyeAngles( GetLocalAngles() + vecDeltaAngles ); pEntity->ViewPunch( vecDeltaAngles ); }
Vector vecPush = (vecPushDir*m_damage*flFalloff*2.0f); if ( pEntity->GetFlags() & FL_BASEVELOCITY ) { vecPush = vecPush + pEntity->GetBaseVelocity(); } if ( vecPush.z > 0 && (pEntity->GetFlags() & FL_ONGROUND) ) { pEntity->SetGroundEntity( NULL ); Vector origin = pEntity->GetAbsOrigin(); origin.z += 1.0f; pEntity->SetAbsOrigin( origin ); }
pEntity->SetBaseVelocity( vecPush ); pEntity->AddFlag( FL_BASEVELOCITY );
// Fire an output that the player has been pushed
m_OnPushedPlayer.FireOutput( this, this ); continue; } } if ( HasSpawnFlags( SF_PHYSEXPLOSION_NODAMAGE ) ) { pEntity->VPhysicsTakeDamage( info ); } else { pEntity->TakeDamage( info ); } } } } }
void CPhysExplosion::ExplodeAndRemove( CBaseEntity *pActivator, CBaseEntity *pCaller ) { Explode( pActivator, pCaller ); UTIL_Remove( this ); }
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CPhysExplosion::DrawDebugTextOverlays( void ) { int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512];
// print magnitude
Q_snprintf(tempstr,sizeof(tempstr)," magnitude: %f", m_damage); EntityText(text_offset,tempstr,0); text_offset++;
// print target entity
Q_snprintf(tempstr,sizeof(tempstr)," limit to: %s", STRING( m_targetEntityName ) ); EntityText(text_offset,tempstr,0); text_offset++; } return text_offset; }
//-----------------------------------------------------------------------------
// Purpose: Create a CPhysExplosion entity on the fly and call the explode method.
//-----------------------------------------------------------------------------
void CreatePhysExplosion( Vector origin, float magnitude, float radius, string_t target, float innerRadius, int flags ) { CPhysExplosion *pExplosion = (CPhysExplosion*)CBaseEntity::Create( "env_physexplosion", origin, vec3_angle, NULL );
pExplosion->m_damage = magnitude; pExplosion->m_radius = radius; pExplosion->m_flInnerRadius = innerRadius; pExplosion->m_targetEntityName = target; pExplosion->AddSpawnFlags( flags );
variant_t emptyVariant; pExplosion->Spawn(); pExplosion->AcceptInput( "ExplodeAndRemove", NULL, NULL, emptyVariant, 0 ); }
//==================================================
// CPhysImpact
//==================================================
#define bitsPHYSIMPACT_NOFALLOFF 0x00000001
#define bitsPHYSIMPACT_INFINITE_LENGTH 0x00000002
#define bitsPHYSIMPACT_IGNORE_MASS 0x00000004
#define bitsPHYSIMPACT_IGNORE_NORMAL 0x00000008
#define DEFAULT_EXPLODE_DISTANCE 256
LINK_ENTITY_TO_CLASS( env_physimpact, CPhysImpact );
BEGIN_DATADESC( CPhysImpact )
DEFINE_KEYFIELD( m_damage, FIELD_FLOAT, "magnitude" ), DEFINE_KEYFIELD( m_distance, FIELD_FLOAT, "distance" ), DEFINE_KEYFIELD( m_directionEntityName,FIELD_STRING, "directionentityname" ),
// Function pointers
DEFINE_FUNCTION( PointAtEntity ),
DEFINE_INPUTFUNC( FIELD_VOID, "Impact", InputImpact ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysImpact::Activate( void ) { BaseClass::Activate(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysImpact::Spawn( void ) { SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_NONE ); SetModelName( NULL_STRING );
//If not targetted, and no distance is set, give it a default value
if ( m_distance == 0 ) { m_distance = DEFAULT_EXPLODE_DISTANCE; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysImpact::PointAtEntity( void ) { //If we're not targetted at anything, don't bother
if ( m_directionEntityName == NULL_STRING ) return;
UTIL_PointAtNamedEntity( this, m_directionEntityName ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pActivator -
// *pCaller -
// useType -
// value -
//-----------------------------------------------------------------------------
void CPhysImpact::InputImpact( inputdata_t &inputdata ) { Vector dir; trace_t trace;
//If we have a direction target, setup to point at it
if ( m_directionEntityName != NULL_STRING ) { PointAtEntity(); }
AngleVectors( GetAbsAngles(), &dir ); //Setup our trace information
float dist = HasSpawnFlags( bitsPHYSIMPACT_INFINITE_LENGTH ) ? MAX_TRACE_LENGTH : m_distance; Vector start = GetAbsOrigin(); Vector end = start + ( dir * dist );
//Trace out
UTIL_TraceLine( start, end, MASK_SHOT, this, 0, &trace );
if( debug_physimpact.GetBool() ) { NDebugOverlay::Cross3D( start, 24, 255, 255, 255, false, 30 ); NDebugOverlay::Line( trace.startpos, trace.endpos, 0, 255, 0, false, 30 ); }
if ( trace.fraction != 1.0 ) { // if inside the object, just go opposite the direction
if ( trace.startsolid ) { trace.plane.normal = -dir; } CBaseEntity *pEnt = trace.m_pEnt; IPhysicsObject *pPhysics = pEnt->VPhysicsGetObject(); //If the entity is valid, hit it
if ( ( pEnt != NULL ) && ( pPhysics != NULL ) ) { CTakeDamageInfo info; info.SetAttacker( this); info.SetInflictor( this ); info.SetDamage( 0 ); info.SetDamageForce( vec3_origin ); info.SetDamageType( DMG_GENERIC );
pEnt->DispatchTraceAttack( info, dir, &trace ); ApplyMultiDamage();
//Damage falls off unless specified or the ray's length is infinite
float damage = HasSpawnFlags( bitsPHYSIMPACT_NOFALLOFF | bitsPHYSIMPACT_INFINITE_LENGTH ) ? m_damage : (m_damage * (1.0f-trace.fraction)); if ( HasSpawnFlags( bitsPHYSIMPACT_IGNORE_MASS ) ) { damage *= pPhysics->GetMass(); }
if( debug_physimpact.GetBool() ) { NDebugOverlay::Line( trace.endpos, trace.endpos + trace.plane.normal * -128, 255, 0, 0, false, 30 ); }
// Legacy entities applied the force along the impact normal, which yielded unpredictable results.
if ( !HasSpawnFlags( bitsPHYSIMPACT_IGNORE_NORMAL ) ) { dir = -trace.plane.normal; }
pPhysics->ApplyForceOffset( damage * dir * phys_pushscale.GetFloat(), trace.endpos ); } } }
class CSimplePhysicsBrush : public CBaseEntity { DECLARE_CLASS( CSimplePhysicsBrush, CBaseEntity ); public: void Spawn() { SetModel( STRING( GetModelName() ) ); SetMoveType( MOVETYPE_VPHYSICS ); SetSolid( SOLID_VPHYSICS ); m_takedamage = DAMAGE_EVENTS_ONLY; } };
LINK_ENTITY_TO_CLASS( simple_physics_brush, CSimplePhysicsBrush );
class CSimplePhysicsProp : public CBaseProp { DECLARE_CLASS( CSimplePhysicsProp, CBaseProp );
public: void Spawn() { BaseClass::Spawn(); SetMoveType( MOVETYPE_VPHYSICS ); SetSolid( SOLID_VPHYSICS ); m_takedamage = DAMAGE_EVENTS_ONLY; }
int ObjectCaps() { int caps = BaseClass::ObjectCaps() | FCAP_WCEDIT_POSITION;
if ( CBasePlayer::CanPickupObject( this, 35, 128 ) ) { caps |= FCAP_IMPULSE_USE; }
return caps; }
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBasePlayer *pPlayer = ToBasePlayer( pActivator ); if ( pPlayer ) { pPlayer->PickupObject( this ); } } };
LINK_ENTITY_TO_CLASS( simple_physics_prop, CSimplePhysicsProp );
// 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, bool wakeUp ) { 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(); if ( wakeUp ) { pVPhysics->Wake(); }
return true; }
// UNDONE: Move/rename this function
static CBaseEntity *CreateSimplePhysicsObject( CBaseEntity *pEntity, bool createAsleep, bool createAsDebris ) { CBaseEntity *pPhysEntity = NULL; int modelindex = pEntity->GetModelIndex(); const model_t *model = modelinfo->GetModel( modelindex ); if ( model && modelinfo->GetModelType(model) == mod_brush ) { pPhysEntity = CreateEntityByName( "simple_physics_brush" ); } else { pPhysEntity = CreateEntityByName( "simple_physics_prop" ); }
pPhysEntity->KeyValue( "model", STRING(pEntity->GetModelName()) ); pPhysEntity->SetAbsOrigin( pEntity->GetAbsOrigin() ); pPhysEntity->SetAbsAngles( pEntity->GetAbsAngles() ); pPhysEntity->Spawn(); if ( !TransferPhysicsObject( pEntity, pPhysEntity, !createAsleep ) ) { pPhysEntity->VPhysicsInitNormal( SOLID_VPHYSICS, 0, createAsleep ); if ( createAsDebris ) pPhysEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); } return pPhysEntity; }
#define SF_CONVERT_ASLEEP 0x0001
#define SF_CONVERT_AS_DEBRIS 0x0002
class CPhysConvert : public CLogicalEntity { DECLARE_CLASS( CPhysConvert, CLogicalEntity );
public: CPhysConvert( void ) : m_flMassOverride( 0.0f ) {}; COutputEvent m_OnConvert;
// Input handlers
void InputConvertTarget( inputdata_t &inputdata );
DECLARE_DATADESC();
private: string_t m_swapModel; float m_flMassOverride; };
LINK_ENTITY_TO_CLASS( phys_convert, CPhysConvert );
BEGIN_DATADESC( CPhysConvert )
DEFINE_KEYFIELD( m_swapModel, FIELD_STRING, "swapmodel" ), DEFINE_KEYFIELD( m_flMassOverride, FIELD_FLOAT, "massoverride" ), // Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "ConvertTarget", InputConvertTarget ),
// Outputs
DEFINE_OUTPUT( m_OnConvert, "OnConvert"),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Input handler that converts our target to a physics object.
//-----------------------------------------------------------------------------
void CPhysConvert::InputConvertTarget( inputdata_t &inputdata ) { bool createAsleep = HasSpawnFlags(SF_CONVERT_ASLEEP); bool createAsDebris = HasSpawnFlags(SF_CONVERT_AS_DEBRIS); // Fire output
m_OnConvert.FireOutput( inputdata.pActivator, this );
CBaseEntity *entlist[512]; CBaseEntity *pSwap = gEntList.FindEntityByName( NULL, m_swapModel, NULL, inputdata.pActivator, inputdata.pCaller ); CBaseEntity *pEntity = NULL; int count = 0; while ( (pEntity = gEntList.FindEntityByName( pEntity, m_target, NULL, inputdata.pActivator, inputdata.pCaller )) != NULL ) { entlist[count++] = pEntity; if ( count >= ARRAYSIZE(entlist) ) break; }
// if we're swapping to model out, don't loop over more than one object
// multiple objects with the same brush model will render, but the dynamic lights
// and decals will be shared between the two instances...
if ( pSwap && count > 0 ) { count = 1; }
for ( int i = 0; i < count; i++ ) { pEntity = entlist[i];
// don't convert something that is already physics based
if ( pEntity->GetMoveType() == MOVETYPE_VPHYSICS ) { Msg( "ERROR phys_convert %s ! Already MOVETYPE_VPHYSICS\n", STRING(pEntity->m_iClassname) ); continue; }
UnlinkFromParent( pEntity );
if ( pSwap ) { // we can't reuse this physics object, so kill it
pEntity->VPhysicsDestroyObject(); pEntity->SetModel( STRING(pSwap->GetModelName()) ); }
// created phys object, now move hierarchy over
CBaseEntity *pPhys = CreateSimplePhysicsObject( pEntity, createAsleep, createAsDebris ); if ( pPhys ) { // Override the mass if specified
if ( m_flMassOverride > 0 ) { IPhysicsObject *pPhysObj = pPhys->VPhysicsGetObject(); if ( pPhysObj ) { pPhysObj->SetMass( m_flMassOverride ); } }
pPhys->SetName( pEntity->GetEntityName() ); UTIL_TransferPoseParameters( pEntity, pPhys ); TransferChildren( pEntity, pPhys ); pEntity->AddSolidFlags( FSOLID_NOT_SOLID ); pEntity->AddEffects( EF_NODRAW ); UTIL_Remove( pEntity ); } } }
//============================================================================================================
// PHYS MAGNET
//============================================================================================================
#define SF_MAGNET_ASLEEP 0x0001
#define SF_MAGNET_MOTIONDISABLED 0x0002
#define SF_MAGNET_SUCK 0x0004
#define SF_MAGNET_ALLOWROTATION 0x0008
#define SF_MAGNET_COAST_HACK 0x0010
LINK_ENTITY_TO_CLASS( phys_magnet, CPhysMagnet );
// BUGBUG: This won't work! Right now you can't save physics pointers inside an embedded type!
BEGIN_SIMPLE_DATADESC( magnetted_objects_t )
DEFINE_PHYSPTR( pConstraint ), DEFINE_FIELD( hEntity, FIELD_EHANDLE ),
END_DATADESC()
BEGIN_DATADESC( CPhysMagnet ) // Outputs
DEFINE_OUTPUT( m_OnMagnetAttach, "OnAttach" ), DEFINE_OUTPUT( m_OnMagnetDetach, "OnDetach" ),
// Keys
DEFINE_KEYFIELD( m_massScale, FIELD_FLOAT, "massScale" ), DEFINE_KEYFIELD( m_iszOverrideScript, FIELD_STRING, "overridescript" ), DEFINE_KEYFIELD( m_iMaxObjectsAttached, FIELD_INTEGER, "maxobjects" ), DEFINE_KEYFIELD( m_forceLimit, FIELD_FLOAT, "forcelimit" ), DEFINE_KEYFIELD( m_torqueLimit, FIELD_FLOAT, "torquelimit" ),
DEFINE_UTLVECTOR( m_MagnettedEntities, FIELD_EMBEDDED ), DEFINE_PHYSPTR( m_pConstraintGroup ),
DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ), DEFINE_FIELD( m_bHasHitSomething, FIELD_BOOLEAN ), DEFINE_FIELD( m_flTotalMass, FIELD_FLOAT ), DEFINE_FIELD( m_flRadius, FIELD_FLOAT ), DEFINE_FIELD( m_flNextSuckTime, FIELD_FLOAT ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: SendProxy that converts the magnet's attached object UtlVector to entindexes
//-----------------------------------------------------------------------------
void SendProxy_MagnetAttachedObjectList( const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ) { CPhysMagnet *pMagnet = (CPhysMagnet*)pData;
// If this assertion fails, then SendProxyArrayLength_MagnetAttachedArray must have failed.
Assert( iElement < pMagnet->GetNumAttachedObjects() );
pOut->m_Int = pMagnet->GetAttachedObject(iElement)->entindex(); }
int SendProxyArrayLength_MagnetAttachedArray( const void *pStruct, int objectID ) { CPhysMagnet *pMagnet = (CPhysMagnet*)pStruct; return pMagnet->GetNumAttachedObjects(); }
IMPLEMENT_SERVERCLASS_ST( CPhysMagnet, DT_PhysMagnet )
// ROBIN: Disabled because we don't need it anymore
/*
SendPropArray2( SendProxyArrayLength_MagnetAttachedArray, SendPropInt("magnetattached_array_element", 0, 4, 10, SPROP_UNSIGNED, SendProxy_MagnetAttachedObjectList), 128, 0, "magnetattached_array" ) */
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPhysMagnet::CPhysMagnet( void ) { m_forceLimit = 0; m_torqueLimit = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPhysMagnet::~CPhysMagnet( void ) { DetachAll(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysMagnet::Spawn( void ) { Precache();
SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_VPHYSICS ); SetModel( STRING( GetModelName() ) );
m_takedamage = DAMAGE_EVENTS_ONLY;
solid_t tmpSolid; PhysModelParseSolid( tmpSolid, this, GetModelIndex() ); if ( m_massScale > 0 ) { tmpSolid.params.mass *= m_massScale; } PhysSolidOverride( tmpSolid, m_iszOverrideScript ); VPhysicsInitNormal( GetSolid(), GetSolidFlags(), true, &tmpSolid );
// Wake it up if not asleep
if ( !HasSpawnFlags(SF_MAGNET_ASLEEP) ) { VPhysicsGetObject()->Wake(); }
if ( HasSpawnFlags(SF_MAGNET_MOTIONDISABLED) ) { VPhysicsGetObject()->EnableMotion( false ); }
m_bActive = true; m_pConstraintGroup = NULL; m_flTotalMass = 0; m_flNextSuckTime = 0;
BaseClass::Spawn(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysMagnet::Precache( void ) { PrecacheModel( STRING( GetModelName() ) ); BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysMagnet::Touch( CBaseEntity *pOther ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysMagnet::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) { int otherIndex = !index; CBaseEntity *pOther = pEvent->pEntities[otherIndex];
// Ignore triggers
if ( pOther->IsSolidFlagSet( FSOLID_NOT_SOLID ) ) return;
m_bHasHitSomething = true; DoMagnetSuck( pEvent->pEntities[!index] );
// Don't pickup if we're not active
if ( !m_bActive ) return;
// Hit our maximum?
if ( m_iMaxObjectsAttached && m_iMaxObjectsAttached <= GetNumAttachedObjects() ) return;
// This is a hack to solve players (Erik) stacking stuff on their jeeps in coast_01
// and being screwed when the crane can't pick them up. We need to get rid of the object.
if ( HasSpawnFlags( SF_MAGNET_COAST_HACK ) ) { // If the other isn't the jeep, we need to get rid of it
if ( !FClassnameIs( pOther, "prop_vehicle_jeep" ) ) { // If it takes damage, destroy it
if ( pOther->m_takedamage != DAMAGE_NO && pOther->m_takedamage != DAMAGE_EVENTS_ONLY ) { CTakeDamageInfo info( this, this, pOther->GetHealth(), DMG_GENERIC | DMG_PREVENT_PHYSICS_FORCE ); pOther->TakeDamage( info ); } else if ( pEvent->pObjects[ otherIndex ]->IsMoveable() ) { // Otherwise, we're screwed, so just remove it
UTIL_Remove( pOther ); } else { Warning( "CPhysMagnet %s:%d blocking magnet\n", pOther->GetClassname(), pOther->entindex() ); } return; } }
// Make sure it's made of metal
const surfacedata_t *phit = physprops->GetSurfaceData( pEvent->surfaceProps[otherIndex] ); char cTexType = phit->game.material; if ( cTexType != CHAR_TEX_METAL && cTexType != CHAR_TEX_COMPUTER ) { // If we don't have a model, we're done. The texture we hit wasn't metal.
if ( !pOther->GetBaseAnimating() ) return;
// If we have a model that wants to be metal, even though we hit a non-metal texture, we'll stick to it
if ( !StringHasPrefixCaseSensitive( Studio_GetDefaultSurfaceProps( pOther->GetBaseAnimating()->GetModelPtr() ), "metal" ) ) return; }
IPhysicsObject *pPhysics = pOther->VPhysicsGetObject(); if ( pPhysics && pOther->GetMoveType() == MOVETYPE_VPHYSICS && pPhysics->IsMoveable() ) { // Make sure we haven't already got this sucker on the magnet
int iCount = m_MagnettedEntities.Count(); for ( int i = 0; i < iCount; i++ ) { if ( m_MagnettedEntities[i].hEntity == pOther ) return; }
// We want to cast a long way to ensure our shadow shows up
pOther->SetShadowCastDistance( 2048 );
// Create a constraint between the magnet and this sucker
IPhysicsObject *pMagnetPhysObject = VPhysicsGetObject(); Assert( pMagnetPhysObject );
magnetted_objects_t newEntityOnMagnet; newEntityOnMagnet.hEntity = pOther;
// Use the right constraint
if ( HasSpawnFlags( SF_MAGNET_ALLOWROTATION ) ) { constraint_ballsocketparams_t ballsocket; ballsocket.Defaults(); ballsocket.constraint.Defaults(); ballsocket.constraint.forceLimit = lbs2kg(m_forceLimit); ballsocket.constraint.torqueLimit = lbs2kg(m_torqueLimit);
Vector vecCollisionPoint; pEvent->pInternalData->GetContactPoint( vecCollisionPoint );
pMagnetPhysObject->WorldToLocal( &ballsocket.constraintPosition[0], vecCollisionPoint ); pPhysics->WorldToLocal( &ballsocket.constraintPosition[1], vecCollisionPoint );
//newEntityOnMagnet.pConstraint = physenv->CreateBallsocketConstraint( pMagnetPhysObject, pPhysics, m_pConstraintGroup, ballsocket );
newEntityOnMagnet.pConstraint = physenv->CreateBallsocketConstraint( pMagnetPhysObject, pPhysics, NULL, ballsocket ); } else { constraint_fixedparams_t fixed; fixed.Defaults(); fixed.InitWithCurrentObjectState( pMagnetPhysObject, pPhysics ); fixed.constraint.Defaults(); fixed.constraint.forceLimit = lbs2kg(m_forceLimit); fixed.constraint.torqueLimit = lbs2kg(m_torqueLimit);
// FIXME: Use the magnet's constraint group.
//newEntityOnMagnet.pConstraint = physenv->CreateFixedConstraint( pMagnetPhysObject, pPhysics, m_pConstraintGroup, fixed );
newEntityOnMagnet.pConstraint = physenv->CreateFixedConstraint( pMagnetPhysObject, pPhysics, NULL, fixed ); }
newEntityOnMagnet.pConstraint->SetGameData( (void *) this ); m_MagnettedEntities.AddToTail( newEntityOnMagnet );
m_flTotalMass += pPhysics->GetMass(); }
DoMagnetSuck( pOther );
m_OnMagnetAttach.FireOutput( this, this );
BaseClass::VPhysicsCollision( index, pEvent ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysMagnet::DoMagnetSuck( CBaseEntity *pOther ) { if ( !HasSpawnFlags( SF_MAGNET_SUCK ) ) return;
if ( !m_bActive ) return;
// Don't repeatedly suck
if ( m_flNextSuckTime > gpGlobals->curtime ) return; // Look for physics objects underneath the magnet and suck them onto it
Vector vecCheckPos, vecSuckPoint; VectorTransform( Vector(0,0,-96), EntityToWorldTransform(), vecCheckPos ); VectorTransform( Vector(0,0,-64), EntityToWorldTransform(), vecSuckPoint );
CBaseEntity *pEntities[20]; int iNumEntities = UTIL_EntitiesInSphere( pEntities, 20, vecCheckPos, 80.0, 0 ); for ( int i = 0; i < iNumEntities; i++ ) { CBaseEntity *pEntity = pEntities[i]; if ( !pEntity || pEntity == pOther ) continue;
IPhysicsObject *pPhys = pEntity->VPhysicsGetObject(); if ( pPhys && pEntity->GetMoveType() == MOVETYPE_VPHYSICS && pPhys->GetMass() < 5000 ) { // Do we have line of sight to it?
trace_t tr; UTIL_TraceLine( GetAbsOrigin(), pEntity->GetAbsOrigin(), MASK_SHOT, this, 0, &tr ); if ( tr.fraction == 1.0 || tr.m_pEnt == pEntity ) { // Pull it towards the magnet
Vector vecVelocity = (vecSuckPoint - pEntity->GetAbsOrigin()); VectorNormalize(vecVelocity); vecVelocity *= 5 * pPhys->GetMass(); pPhys->AddVelocity( &vecVelocity, NULL ); } } }
m_flNextSuckTime = gpGlobals->curtime + 2.0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysMagnet::SetConstraintGroup( IPhysicsConstraintGroup *pGroup ) { m_pConstraintGroup = pGroup; }
//-----------------------------------------------------------------------------
// Purpose: Make the magnet active
//-----------------------------------------------------------------------------
void CPhysMagnet::InputTurnOn( inputdata_t &inputdata ) { m_bActive = true; }
//-----------------------------------------------------------------------------
// Purpose: Make the magnet inactive. Drop everything it's got hooked on.
//-----------------------------------------------------------------------------
void CPhysMagnet::InputTurnOff( inputdata_t &inputdata ) { m_bActive = false; DetachAll(); }
//-----------------------------------------------------------------------------
// Purpose: Toggle the magnet's active state
//-----------------------------------------------------------------------------
void CPhysMagnet::InputToggle( inputdata_t &inputdata ) { if ( m_bActive ) { InputTurnOff( inputdata ); } else { InputTurnOn( inputdata ); } }
//-----------------------------------------------------------------------------
// Purpose: One of our magnet constraints broke
//-----------------------------------------------------------------------------
void CPhysMagnet::ConstraintBroken( IPhysicsConstraint *pConstraint ) { // Find the entity that was constrained and release it
int iCount = m_MagnettedEntities.Count(); for ( int i = 0; i < iCount; i++ ) { if ( m_MagnettedEntities[i].hEntity.Get() != NULL && m_MagnettedEntities[i].pConstraint == pConstraint ) { IPhysicsObject *pPhysObject = m_MagnettedEntities[i].hEntity->VPhysicsGetObject();
if( pPhysObject != NULL ) { m_flTotalMass -= pPhysObject->GetMass(); }
m_MagnettedEntities.Remove(i); break; } }
m_OnMagnetDetach.FireOutput( this, this );
physenv->DestroyConstraint( pConstraint ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPhysMagnet::DetachAll( void ) { // Make sure we haven't already got this sucker on the magnet
int iCount = m_MagnettedEntities.Count(); for ( int i = 0; i < iCount; i++ ) { // Delay a couple seconds to reset to the default shadow cast behavior
if ( m_MagnettedEntities[i].hEntity ) { m_MagnettedEntities[i].hEntity->SetShadowCastDistance( 0, 2.0f ); }
physenv->DestroyConstraint( m_MagnettedEntities[i].pConstraint ); }
m_MagnettedEntities.Purge(); m_flTotalMass = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPhysMagnet::GetNumAttachedObjects( void ) { return m_MagnettedEntities.Count(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CPhysMagnet::GetTotalMassAttachedObjects( void ) { return m_flTotalMass; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity *CPhysMagnet::GetAttachedObject( int iIndex ) { Assert( iIndex < GetNumAttachedObjects() );
return m_MagnettedEntities[iIndex].hEntity; }
class CInfoMassCenter : public CPointEntity { DECLARE_CLASS( CInfoMassCenter, CPointEntity ); public: void Spawn( void ) { if ( m_target != NULL_STRING ) { masscenteroverride_t params; params.SnapToPoint( m_target, GetAbsOrigin() ); PhysSetMassCenterOverride( params ); UTIL_Remove( this ); } } }; LINK_ENTITY_TO_CLASS( info_mass_center, CInfoMassCenter );
|