nuclide/src/shared/NSPhysicsEntity.qc

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/*
* Copyright (c) 2016-2024 Vera Visions LLC.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
.float max_angular;
/* taken from VPhysics-Jolt */
const float InchesToMeters = 0.0254f;
const float MetersToInches = 1.0f / 0.0254f;
void
NSPhysicsEntity::NSPhysicsEntity(void)
{
mass = 1.0f;
isPhysics = true;
m_flInertiaScale = 1.0f;
m_iEnabled = 0i;
m_iShape = PHYSM_BOX;
m_iMaterial = 0i;
m_iFlags = 0i;
damp_linear = 1.0f;
damp_angular = 1.0f;
max_angular = -1.0f;
m_flMass = 1.0f;
cvar_set("physics_ode_quadtree_depth", "5");
cvar_set("physics_ode_contactsurfacelayer", "0");
cvar_set("physics_ode_worldquickstep", "1");
cvar_set("physics_ode_worldquickstep_iterations", "20");
cvar_set("physics_ode_contact_mu", "1");
cvar_set("physics_ode_contact_erp", "0.96");
cvar_set("physics_ode_contact_cfm", "0.001");
cvar_set("physics_ode_world_damping", "1");
cvar_set("physics_ode_world_damping_linear", "-1");
cvar_set("physics_ode_world_damping_linear_threshold", "-1");
cvar_set("physics_ode_world_damping_angular", "-1");
cvar_set("physics_ode_world_damping_angular_threshold", "-1");
cvar_set("physics_ode_world_erp", "-1");
cvar_set("physics_ode_world_cfm", "-1");
cvar_set("physics_ode_iterationsperframe", "4");
cvar_set("physics_ode_movelimit", "0.5");
cvar_set("physics_ode_spinlimit", "10000");
cvar_set("physics_ode_autodisable", "1");
cvar_set("physics_ode_autodisable_steps", "10");
cvar_set("physics_ode_autodisable_time", "0.1");
cvar_set("physics_ode_autodisable_threshold_linear", "0.2");
cvar_set("physics_ode_autodisable_threshold_angular", "0.3");
cvar_set("physics_ode_autodisable_threshold_samples", "5");
#ifdef SERVER
m_strOnDamaged = __NULL__;
#endif
}
#ifdef SERVER
void
NSPhysicsEntity::Spawned(void)
{
super::Spawned();
/* I/O */
if (m_strOnDamaged)
m_strOnDamaged = CreateOutput(m_strOnDamaged);
}
void
NSPhysicsEntity::Save(float handle)
{
super::Save(handle);
SaveInt(handle, "m_iEnabled", m_iEnabled);
SaveInt(handle, "m_iShape", m_iShape);
SaveInt(handle, "m_iMaterial", m_iMaterial);
SaveInt(handle, "m_iFlags", m_iFlags);
SaveFloat(handle, "m_flInertiaScale", m_flInertiaScale);
SaveString(handle, "m_strOnDamaged", m_strOnDamaged);
}
void
NSPhysicsEntity::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_iEnabled":
m_iEnabled = ReadInt(strValue);
break;
case "m_iShape":
m_iShape = ReadInt(strValue);
break;
case "m_iMaterial":
m_iMaterial = ReadInt(strValue);
break;
case "m_iFlags":
m_iFlags = ReadInt(strValue);
break;
case "m_flInertiaScale":
m_flInertiaScale = ReadFloat(strValue);
break;
case "m_strOnDamaged":
m_strOnDamaged = ReadString(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
#endif
#ifdef CLIENT
bool physics_supported(void)
{
return true;
}
#endif
/* all the documented phys vars...*/
.float geomtype;
.float friction;
.float erp;
.float jointtype;
.float mass;
.float bouncefactor;
.float bouncestop;
#ifdef SERVER
void
NSPhysicsEntity::EvaluateEntity(void)
{
EVALUATE_VECTOR(origin, 0, RDENT_CHANGED_ORIGIN_X)
EVALUATE_VECTOR(origin, 1, RDENT_CHANGED_ORIGIN_Y)
EVALUATE_VECTOR(origin, 2, RDENT_CHANGED_ORIGIN_Z)
EVALUATE_VECTOR(angles, 0, RDENT_CHANGED_ANGLES_X)
EVALUATE_VECTOR(angles, 1, RDENT_CHANGED_ANGLES_Y)
EVALUATE_VECTOR(angles, 2, RDENT_CHANGED_ANGLES_Z)
EVALUATE_FIELD(modelindex, RDENT_CHANGED_MODELINDEX)
EVALUATE_FIELD(colormap, RDENT_CHANGED_MODELINDEX)
EVALUATE_FIELD(solid, RDENT_CHANGED_SOLIDMOVETYPE)
EVALUATE_FIELD(movetype, RDENT_CHANGED_SOLIDMOVETYPE)
EVALUATE_FIELD(flags, RDENT_CHANGED_FLAGS)
EVALUATE_FIELD(modelflags, RDENT_CHANGED_FLAGS)
EVALUATE_VECTOR(mins, 0, RDENT_CHANGED_SIZE)
EVALUATE_VECTOR(mins, 1, RDENT_CHANGED_SIZE)
EVALUATE_VECTOR(mins, 2, RDENT_CHANGED_SIZE)
EVALUATE_VECTOR(maxs, 0, RDENT_CHANGED_SIZE)
EVALUATE_VECTOR(maxs, 1, RDENT_CHANGED_SIZE)
EVALUATE_VECTOR(maxs, 2, RDENT_CHANGED_SIZE)
EVALUATE_FIELD(frame, RDENT_CHANGED_FRAME)
EVALUATE_FIELD(frame1time, RDENT_CHANGED_FRAME)
EVALUATE_FIELD(skin, RDENT_CHANGED_SKIN)
EVALUATE_FIELD(effects, RDENT_CHANGED_EFFECTS)
EVALUATE_FIELD(m_iBody, RDENT_CHANGED_BODY)
EVALUATE_FIELD(scale, RDENT_CHANGED_SCALE)
EVALUATE_VECTOR(m_vecAxialScale, 0, RDENT_CHANGED_SCALE)
EVALUATE_VECTOR(m_vecAxialScale, 1, RDENT_CHANGED_SCALE)
EVALUATE_VECTOR(m_vecAxialScale, 2, RDENT_CHANGED_SCALE)
EVALUATE_VECTOR(velocity, 0, RDENT_CHANGED_VELOCITY)
EVALUATE_VECTOR(velocity, 1, RDENT_CHANGED_VELOCITY)
EVALUATE_VECTOR(velocity, 2, RDENT_CHANGED_VELOCITY)
EVALUATE_VECTOR(avelocity, 0, RDENT_CHANGED_ANGULARVELOCITY)
EVALUATE_VECTOR(avelocity, 1, RDENT_CHANGED_ANGULARVELOCITY)
EVALUATE_VECTOR(avelocity, 2, RDENT_CHANGED_ANGULARVELOCITY)
EVALUATE_FIELD(m_iRenderMode, RDENT_CHANGED_RENDERMODE)
EVALUATE_FIELD(m_iRenderFX, RDENT_CHANGED_RENDERMODE)
EVALUATE_VECTOR(m_vecRenderColor, 0, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(m_vecRenderColor, 1, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(m_vecRenderColor, 2, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(glowmod, 0, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(glowmod, 1, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(glowmod, 2, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_FIELD(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
EVALUATE_FIELD(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
EVALUATE_FIELD(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
EVALUATE_FIELD(m_flBoneControl3, RDENT_CHANGED_CONTROLLER)
EVALUATE_FIELD(m_flBoneControl4, RDENT_CHANGED_CONTROLLER)
EVALUATE_FIELD(m_flBoneControl5, RDENT_CHANGED_CONTROLLER)
EVALUATE_FIELD(m_flMass, RDENT_CHANGED_SOLIDMOVETYPE)
}
float
NSPhysicsEntity::SendEntity(entity ePEnt, float flChanged)
{
if (!modelindex)
return (0);
if (clienttype(ePEnt) != CLIENTTYPE_REAL)
return (0);
WriteByte(MSG_ENTITY, ENT_PHYSICS);
/* optimisation */
{
/* we'll never network these if we aren't moving. */
if (movetype == MOVETYPE_NONE) {
flChanged &= ~RDENT_CHANGED_VELOCITY;
flChanged &= ~RDENT_CHANGED_ANGULARVELOCITY;
}
/* no rendermode means no extra fields */
if (m_iRenderMode == RM_NORMAL && m_iRenderFX == RFX_NORMAL) {
flChanged &= ~RDENT_CHANGED_RENDERMODE;
//flChanged &= ~RDENT_CHANGED_RENDERCOLOR; /* glowmod needs this */
flChanged &= ~RDENT_CHANGED_RENDERAMT;
}
if (m_bIsBrush == true) {
flChanged &= ~RDENT_CHANGED_FLAGS;
flChanged &= ~RDENT_CHANGED_BODY;
flChanged &= ~RDENT_CHANGED_SCALE;
flChanged &= ~RDENT_CHANGED_CONTROLLER;
}
}
/* broadcast how much data is expected to be read */
WriteFloat(MSG_ENTITY, flChanged);
SENDENTITY_COORD(origin[0], RDENT_CHANGED_ORIGIN_X)
SENDENTITY_COORD(origin[1], RDENT_CHANGED_ORIGIN_Y)
SENDENTITY_COORD(origin[2], RDENT_CHANGED_ORIGIN_Z)
SENDENTITY_ANGLE(angles[0], RDENT_CHANGED_ANGLES_X)
SENDENTITY_ANGLE(angles[1], RDENT_CHANGED_ANGLES_Y)
SENDENTITY_ANGLE(angles[2], RDENT_CHANGED_ANGLES_Z)
SENDENTITY_SHORT(modelindex, RDENT_CHANGED_MODELINDEX)
SENDENTITY_BYTE(colormap, RDENT_CHANGED_MODELINDEX)
SENDENTITY_BYTE(solid, RDENT_CHANGED_SOLIDMOVETYPE)
SENDENTITY_BYTE(movetype, RDENT_CHANGED_SOLIDMOVETYPE)
SENDENTITY_INT(flags, RDENT_CHANGED_FLAGS)
SENDENTITY_INT(modelflags, RDENT_CHANGED_FLAGS)
SENDENTITY_COORD(mins[0], RDENT_CHANGED_SIZE)
SENDENTITY_COORD(mins[1], RDENT_CHANGED_SIZE)
SENDENTITY_COORD(mins[2], RDENT_CHANGED_SIZE)
SENDENTITY_COORD(maxs[0], RDENT_CHANGED_SIZE)
SENDENTITY_COORD(maxs[1], RDENT_CHANGED_SIZE)
SENDENTITY_COORD(maxs[2], RDENT_CHANGED_SIZE)
SENDENTITY_BYTE(frame, RDENT_CHANGED_FRAME)
SENDENTITY_FLOAT(frame1time, RDENT_CHANGED_FRAME)
SENDENTITY_FLOAT(skin, RDENT_CHANGED_SKIN)
SENDENTITY_FLOAT(effects, RDENT_CHANGED_EFFECTS)
SENDENTITY_SHORT(m_iBody, RDENT_CHANGED_BODY)
SENDENTITY_FLOAT(scale, RDENT_CHANGED_SCALE)
SENDENTITY_FLOAT(m_vecAxialScale[0], RDENT_CHANGED_SCALE)
SENDENTITY_FLOAT(m_vecAxialScale[1], RDENT_CHANGED_SCALE)
SENDENTITY_FLOAT(m_vecAxialScale[2], RDENT_CHANGED_SCALE)
SENDENTITY_COORD(velocity[0], RDENT_CHANGED_VELOCITY)
SENDENTITY_COORD(velocity[1], RDENT_CHANGED_VELOCITY)
SENDENTITY_COORD(velocity[2], RDENT_CHANGED_VELOCITY)
SENDENTITY_COORD(avelocity[0], RDENT_CHANGED_ANGULARVELOCITY)
SENDENTITY_COORD(avelocity[1], RDENT_CHANGED_ANGULARVELOCITY)
SENDENTITY_COORD(avelocity[2], RDENT_CHANGED_ANGULARVELOCITY)
SENDENTITY_BYTE(m_iRenderMode, RDENT_CHANGED_RENDERMODE)
SENDENTITY_BYTE(m_iRenderFX, RDENT_CHANGED_RENDERMODE)
SENDENTITY_COLOR(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR)
SENDENTITY_COLOR(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR)
SENDENTITY_COLOR(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR)
/* these need more precision for shader hacks... */
SENDENTITY_FLOAT(glowmod[0], RDENT_CHANGED_RENDERCOLOR)
SENDENTITY_FLOAT(glowmod[1], RDENT_CHANGED_RENDERCOLOR)
SENDENTITY_FLOAT(glowmod[2], RDENT_CHANGED_RENDERCOLOR)
SENDENTITY_COLOR(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
SENDENTITY_ANGLE(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
SENDENTITY_ANGLE(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
SENDENTITY_ANGLE(m_flBoneControl3, RDENT_CHANGED_CONTROLLER)
SENDENTITY_ANGLE(m_flBoneControl4, RDENT_CHANGED_CONTROLLER)
SENDENTITY_ANGLE(m_flBoneControl5, RDENT_CHANGED_CONTROLLER)
/* physics specific flags */
SENDENTITY_FLOAT(m_flMass, RDENT_CHANGED_SOLIDMOVETYPE)
return (1);
}
#else
/*
============
NSPhysicsEntity::ReceiveEntity
============
*/
void
NSPhysicsEntity::ReceiveEntity(float flNew, float flChanged)
{
READENTITY_COORD(origin[0], RDENT_CHANGED_ORIGIN_X)
READENTITY_COORD(origin[1], RDENT_CHANGED_ORIGIN_Y)
READENTITY_COORD(origin[2], RDENT_CHANGED_ORIGIN_Z)
READENTITY_ANGLE(angles[0], RDENT_CHANGED_ANGLES_X)
READENTITY_ANGLE(angles[1], RDENT_CHANGED_ANGLES_Y)
READENTITY_ANGLE(angles[2], RDENT_CHANGED_ANGLES_Z)
READENTITY_SHORT(modelindex, RDENT_CHANGED_MODELINDEX)
READENTITY_BYTE(colormap, RDENT_CHANGED_MODELINDEX)
READENTITY_BYTE(solid, RDENT_CHANGED_SOLIDMOVETYPE)
READENTITY_BYTE(movetype, RDENT_CHANGED_SOLIDMOVETYPE)
READENTITY_INT(flags, RDENT_CHANGED_FLAGS)
READENTITY_INT(modelflags, RDENT_CHANGED_FLAGS)
READENTITY_COORD(mins[0], RDENT_CHANGED_SIZE)
READENTITY_COORD(mins[1], RDENT_CHANGED_SIZE)
READENTITY_COORD(mins[2], RDENT_CHANGED_SIZE)
READENTITY_COORD(maxs[0], RDENT_CHANGED_SIZE)
READENTITY_COORD(maxs[1], RDENT_CHANGED_SIZE)
READENTITY_COORD(maxs[2], RDENT_CHANGED_SIZE)
READENTITY_BYTE(frame, RDENT_CHANGED_FRAME)
READENTITY_FLOAT(frame1time, RDENT_CHANGED_FRAME)
READENTITY_FLOAT(skin, RDENT_CHANGED_SKIN)
READENTITY_FLOAT(effects, RDENT_CHANGED_EFFECTS)
READENTITY_SHORT(m_iBody, RDENT_CHANGED_BODY)
READENTITY_FLOAT(scale, RDENT_CHANGED_SCALE)
READENTITY_FLOAT(m_vecAxialScale[0], RDENT_CHANGED_SCALE)
READENTITY_FLOAT(m_vecAxialScale[1], RDENT_CHANGED_SCALE)
READENTITY_FLOAT(m_vecAxialScale[2], RDENT_CHANGED_SCALE)
READENTITY_COORD(velocity[0], RDENT_CHANGED_VELOCITY)
READENTITY_COORD(velocity[1], RDENT_CHANGED_VELOCITY)
READENTITY_COORD(velocity[2], RDENT_CHANGED_VELOCITY)
READENTITY_COORD(avelocity[0], RDENT_CHANGED_ANGULARVELOCITY)
READENTITY_COORD(avelocity[1], RDENT_CHANGED_ANGULARVELOCITY)
READENTITY_COORD(avelocity[2], RDENT_CHANGED_ANGULARVELOCITY)
READENTITY_BYTE(m_iRenderMode, RDENT_CHANGED_RENDERMODE)
READENTITY_BYTE(m_iRenderFX, RDENT_CHANGED_RENDERMODE)
READENTITY_COLOR(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR)
READENTITY_COLOR(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR)
READENTITY_COLOR(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR)
/* these need more precision for shader hacks... */
READENTITY_FLOAT(glowmod[0], RDENT_CHANGED_RENDERCOLOR)
READENTITY_FLOAT(glowmod[1], RDENT_CHANGED_RENDERCOLOR)
READENTITY_FLOAT(glowmod[2], RDENT_CHANGED_RENDERCOLOR)
READENTITY_COLOR(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
READENTITY_ANGLE(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
READENTITY_ANGLE(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
READENTITY_ANGLE(m_flBoneControl3, RDENT_CHANGED_CONTROLLER)
READENTITY_ANGLE(m_flBoneControl4, RDENT_CHANGED_CONTROLLER)
READENTITY_ANGLE(m_flBoneControl5, RDENT_CHANGED_CONTROLLER)
/* physics specific flags */
READENTITY_FLOAT(m_flMass, RDENT_CHANGED_SOLIDMOVETYPE)
if (scale == 0.0)
scale = 1.0f;
if (flChanged & RDENT_CHANGED_SIZE)
setsize(this, mins * scale, maxs * scale);
if (flChanged & RDENT_CHANGED_BODY)
_UpdateGeomset();
movetype = MOVETYPE_NONE;
_UpdateMass();
}
void
NSPhysicsEntity::postdraw(void)
{
if not (autocvar_r_showPhysicsInfo)
return;
if not (PointMessage_Visible(WorldSpaceCenter(), g_view.GetCameraOrigin(), g_view.GetCameraAngle()))
return;
float massVolume = (size[0] * size[1] * size[2]);
massVolume *= 0.0254f; /* from meters to inches */
string renderString = sprintf("Mass: %.2f kg (%.2f ODE)\nEnergy: %f kj\nInertia:%d\nVolume: %.2f",
GetMass(), mass, GetEnergy(), GetInertia(), massVolume);
PointMessage_StringAtPos(WorldSpaceCenter(), renderString);
}
#endif
void
NSPhysicsEntity::SetFriction(float val)
{
friction = val;
}
float
NSPhysicsEntity::GetFriction(void)
{
return friction;
}
float
NSPhysicsEntity::CalculateImpactDamage(int iDamage, int dmgType)
{
int filter = 0i;
/* if we're any of these dmg types, we don't transfer any kinetic energy */
filter |= (dmgType & DMG_BURN);
filter |= (dmgType & DMG_ELECTRO);
filter |= (dmgType & DMG_SOUND);
filter |= (dmgType & DMG_ENERGYBEAM);
filter |= (dmgType & DMG_DROWN);
filter |= (dmgType & DMG_POISON);
filter |= (dmgType & DMG_RADIATION);
filter |= (dmgType & DMG_ACID);
filter |= (dmgType & DMG_ACID);
filter |= (dmgType & DMG_SLOWFREEZE);
if (filter == 0i)
return (float)iDamage * autocvar_phys_impactforcescale;
else
return 0.0f;
}
int
NSPhysicsEntity_Contents(vector org)
{
int oldhitcontents = self.hitcontentsmaski;
self.hitcontentsmaski = -1;
traceline(org, org, MOVE_EVERYTHING, self);
self.hitcontentsmaski = oldhitcontents;
return trace_endcontentsi;
}
#ifdef SERVER
void
NSPhysicsEntity::Touch(entity eToucher)
{
if (eToucher)
if (eToucher.movetype)
Wake();
}
#endif
void
NSPhysicsEntity::_TouchThink(void)
{
if (!m_iEnabled) {
return;
}
if (physics_supported() == FALSE) {
/* let players collide */
dimension_solid = 255;
dimension_hit = 255;
tracebox(origin, mins, maxs, origin, FALSE, this);
/* stuck */
if (trace_startsolid) {
if (trace_ent.flags & FL_CLIENT) {
if (trace_ent.absmin[2] < absmax[2]) {
Wake();
makevectors(vectoangles(trace_endpos - trace_ent.origin));
ApplyTorqueCenter(v_forward * 240);
} else {
Sleep();
velocity = [0,0,0];
}
}
}
}
#if 0
if (m_flCheckTime < time) {
bool should
if (vlen(m_vecPrevAngles - angles) < 1) {
avelocity = [0,0,0];
}
if (vlen(m_vecPrevOrigin - origin) < 1) {
velocity = [0,0,0];
}
m_flCheckTime = time + 1.0f;
m_vecPrevOrigin = origin;
m_vecPrevAngles = angles;
}
/* If we barely move, disable the physics simulator */
if (velocity == g_vec_null && avelocity == g_vec_null) {
if (m_iEnabled) {
NSPhysics_Log("%s is now sleeping.", classname);
Sleep();
velocity = [0,0,0];
avelocity = [0,0,0];
}
if (physics_supported() == FALSE) {
vector wantangle;
vector newangle;
wantangle[0] = (int)((angles[0] + 45) / 90) * 90;
wantangle[1] = angles[1];
wantangle[2] = (int)((angles[2] + 45) / 90) * 90;
makevectors(angles);
angles = v_forward;
makevectors(wantangle);
newangle[0] = Math_Lerp(angles[0], v_forward[0], frametime * 5.0f);
newangle[1] = Math_Lerp(angles[1], v_forward[1], frametime * 5.0f);
newangle[2] = Math_Lerp(angles[2], v_forward[2], frametime * 5.0f);
angles = vectoangles(newangle);
}
}
#endif
#if 0
if (m_flBuoyancyRatio > 0.0)
if (NSPhysicsEntity_Contents(origin) & CONTENTBIT_WATER) {
makevectors([0,0,0]);
velocity[2] += m_flBuoyancyRatio;
}
#endif
hitcontentsmaski &= ~CONTENTBITS_FLUID;
if (physics_supported() == FALSE) {
/* don't let players collide */
dimension_solid = 1;
dimension_hit = 1;
}
/* continue testing next frame */
nextthink = time;
effects &= ~EF_NOSHADOW;
}
#ifdef SERVER
void
NSPhysicsEntity::Pain(void)
{
vector forceDir;
float force;
if (m_strOnDamaged)
UseOutput(this, m_strOnDamaged);
if (m_iFlags & BPHY_NODMGPUSH)
return;
Wake();
forceDir = normalize(GetOrigin() - g_dmg_vecLocation);
force = CalculateImpactDamage(g_dmg_iDamage, g_dmg_iFlags);
if (force > 0.0f)
ApplyForceOffset(forceDir * force, g_dmg_vecLocation);
/* HACK: */
if (m_bInvincible) {
health = 10000;
}
/* make sure touch think is called */
nextthink = time;
}
void
NSPhysicsEntity::Death(void)
{
Pain();
super::Death();
if (takedamage != DAMAGE_YES) {
takedamage = (DAMAGE_YES);
}
/* HACK: */
if (m_bInvincible) {
health = 10000;
}
/* make sure touch think is called */
nextthink = time;
}
#endif
void
NSPhysicsEntity::Respawn(void)
{
ClearVelocity();
SetMovetype(MOVETYPE_PHYSICS);
SetSolid(SOLID_BSP);
SetModel(GetSpawnModel());
#ifdef SERVER
SetTakedamage(DAMAGE_YES);
#endif
Sleep();
SetMass(1.0f);
SetFriction(1.0f);
SetBuoyancyRatio(1.0f);
bouncefactor = 0.9f;
bouncestop = 0.1f / cvar("sv_gravity");
bouncefactor = 0.0f;
bouncestop = 0.0f;
geomtype = GEOMTYPE_TRIMESH;
friction = 1.0f;
SetOrigin(GetSpawnOrigin());
m_flBuoyancyRatio = 1.0f;
SetDamping(1.0f, 1.0f);
EnableGravity(true);
hitcontentsmaski &= ~CONTENTBITS_FLUID;
if (physics_supported() == FALSE) {
/* don't let players collide */
dimension_solid = 1;
dimension_hit = 1;
}
think = _TouchThink;
nextthink = time + 0.1f;
effects &= ~EF_NOSHADOW;
#ifdef SERVER
if (HasPropData()) {
SetHealth(GetPropData(PROPINFO_HEALTH));
SetMass(GetPropData(PROPINFO_MASS));
SetDamping(GetPropData(PROPINFO_DAMPING_LINEAR), GetPropData(PROPINFO_DAMPING_ANGULAR));
SetInertia(GetPropData(PROPINFO_INERTIA));
SetSurfaceData(GetPropData(PROPINFO_SURFACEPROP));
} else {
health = 0;
}
/* no health set, either indistructible or too weak */
if (health == 0) {
/* it has no breakmodels set, therefore it cannot break. */
if (GetPropData(PROPINFO_BREAKMODEL) == __NULL__) {
m_bInvincible = true;
health = 10000;
} else {
/* something like glass bottles, maybe. */
health = 1.0f;
}
}
#endif
}
void
NSPhysicsEntity::SpawnKey(string strKey, string strValue)
{
bool tempCheck = false;
switch (strKey) {
case "physmodel":
m_iShape = ReadInt(strValue);
if (m_iShape > PHYSM_CYLINDER)
m_iShape = 0;
break;
case "massscale":
mass = ReadFloat(strValue);
break;
case "inertiascale":
m_flInertiaScale = ReadFloat(strValue);
break;
case "physdamagescale":
break;
case "material":
m_iMaterial = ReadFloat(strValue);
break;
case "nodamageforces":
tempCheck = ReadBool(strValue);
if (tempCheck == true)
m_iFlags |= BPHY_NODMGPUSH;
break;
case "Damagetype":
tempCheck = ReadBool(strValue);
if (tempCheck == true)
m_iFlags |= BPHY_SHARP;
break;
#ifdef SERVER
case "OnDamaged":
m_strOnDamaged = PrepareOutput(m_strOnDamaged, strValue);
break;
#endif
default:
super::SpawnKey(strKey, strValue);
break;
}
}
/* GMod API starts here */
vector
NSPhysicsEntity::AlignAngles(vector from, vector to)
{
EntWarning("Not implemented");
return angles;
}
void
NSPhysicsEntity::ApplyForceCenter(vector vecForce)
{
Wake();
vecForce *= MetersToInches;
if (physics_supported() == TRUE) {
vector finalForce = vecForce;
physics_addforce(this, finalForce, GetMassCenter());
NSPhysics_Log("%s::ApplyForceCenter: %v (val: %v)",
classname, finalForce, vecForce);
} else {
velocity += vecForce;
}
/* make sure touch think is called */
nextthink = time;
}
void
NSPhysicsEntity::ApplyForceOffset(vector vecForce, vector vecOffset)
{
Wake();
vecForce *= MetersToInches;
if (physics_supported() == TRUE) {
vector finalForce = vecForce;
physics_addforce(this, finalForce, vecOffset);
NSPhysics_Log("%s::ApplyForceOffset: %v at pos %v (val: %v)",
classname, finalForce, vecOffset, vecForce);
#ifdef ODE_MODE
//velocity += vecForce;
#endif
} else {
velocity += vecForce;
}
/* make sure touch think is called */
nextthink = time;
}
void
NSPhysicsEntity::ApplyTorqueCenter(vector vecTorque)
{
Wake();
if (physics_supported() == TRUE) {
vector finalTorque = vecTorque * m_flInertiaScale;
physics_addtorque(this, finalTorque);
NSPhysics_Log("%s::ApplyTorqueCenter: %v (val: %v, scale: %f)",
classname, finalTorque, vecTorque, m_flInertiaScale);
} else {
avelocity = vecTorque;
velocity = vecTorque;
velocity[2] = 96;
}
/* make sure touch think is called */
nextthink = time;
}
void
NSPhysicsEntity::EnableDrag(bool setEnabled)
{
EntWarning("Not implemented");
}
void
NSPhysicsEntity::EnableGravity(bool setEnabled)
{
/* the engine checks if .gravity is < 0.01...) */
gravity = setEnabled ? 1.0f : 0.005;
}
void
NSPhysicsEntity::EnableMotion(bool setEnabled)
{
EntWarning("Not implemented");
}
float
NSPhysicsEntity::GetLinearDamping(void)
{
return damp_linear;
}
float
NSPhysicsEntity::GetAngularDamping(void)
{
return damp_angular;
}
float
NSPhysicsEntity::GetEnergy(void)
{
float linearEnergy;
float rotationalEnergy;
linearEnergy = (0.5f * GetMass() * vlen(GetVelocity()));
linearEnergy *= linearEnergy;
rotationalEnergy = (0.5f * GetMass() * vlen(GetAngularVelocity()));
rotationalEnergy *= rotationalEnergy;
return (linearEnergy + rotationalEnergy) / (InchesToMeters * InchesToMeters);
}
float
NSPhysicsEntity::GetInertia(void)
{
return m_flInertiaScale;
}
float
NSPhysicsEntity::GetInvInertia(void)
{
return 1.0f / m_flInertiaScale;
}
float
NSPhysicsEntity::GetInvMass(void)
{
return 1.0f / mass;
}
float
NSPhysicsEntity::GetMass(void)
{
return m_flMass;
}
vector
NSPhysicsEntity::GetMassCenter(void)
{
return WorldSpaceCenter();
}
float
NSPhysicsEntity::GetRotDamping(void)
{
return 0.0f;
}
float
NSPhysicsEntity::GetSpeedDamping(void)
{
return 0.0f;
}
float
NSPhysicsEntity::GetSurfaceArea(void)
{
return vlen(size) / 4;
}
float
NSPhysicsEntity::GetVolume(void)
{
return vlen(size);
}
bool
NSPhysicsEntity::IsAsleep(void)
{
return false;
}
bool
NSPhysicsEntity::IsCollisionEnabled(void)
{
return true;
}
bool
NSPhysicsEntity::IsDragEnabled(void)
{
return true;
}
bool
NSPhysicsEntity::IsGravityEnabled(void)
{
return (gravity < 0.01) ? false : true;
}
bool
NSPhysicsEntity::IsMotionEnabled(void)
{
return true;
}
bool
NSPhysicsEntity::IsMoveable(void)
{
return true;
}
bool
NSPhysicsEntity::IsPenetrating(void)
{
return true;
}
void
NSPhysicsEntity::SetAngleDragCoefficient(float setValue)
{
EntWarning("Not implemented");
}
void
NSPhysicsEntity::SetBuoyancyRatio(float setValue)
{
m_flBuoyancyRatio = setValue;
}
void
NSPhysicsEntity::SetDamping(float linearDamp, float angleDamp)
{
damp_linear = linearDamp;
damp_angular = angleDamp;
}
void
NSPhysicsEntity::SetDragCoefficient(float dragValue)
{
EntWarning("Not implemented");
}
void
NSPhysicsEntity::SetInertia(float val)
{
m_flInertiaScale = val;
}
void
NSPhysicsEntity::_UpdateMass(void)
{
/* in ODE, mass is relative. */
float massVolume = (size[0] * size[1] * size[2]);
massVolume *= 0.0254f; /* from inches to meters */
mass = 1.0f;
//mass = m_flMass / massVolume; /* really ODE's thing is density */
}
void
NSPhysicsEntity::_UpdateBuoyancy(void)
{
#if 0
if ( m_flVolume != 0.0f )
{
float flVolume = max( m_flVolume, 5.0f ) * MeterstoInches * MeterstoInches * MeterstoInches;
float flDensity = m_flMass / flVolume;
m_flBuoyancyRatio = flDensity / m_flMaterialDensity;
}
else
{
m_flBuoyancyRatio = 1.0f;
}
#endif
}
void
NSPhysicsEntity::SetMass(float val)
{
m_flMass = val;
_UpdateMass();
}
void
NSPhysicsEntity::Wake(void)
{
if (physics_supported() == TRUE) {
SetMovetype(MOVETYPE_PHYSICS);
SetSolid(SOLID_BSP);
physics_enable(this, TRUE);
} else {
SetMovetype(MOVETYPE_BOUNCE);
SetSolid(SOLID_CORPSE);
}
m_iEnabled = TRUE;
}
void
NSPhysicsEntity::Sleep(void)
{
if (physics_supported() == TRUE) {
ClearVelocity();
physics_enable(this, FALSE);
SetMovetype(MOVETYPE_NONE);
} else {
SetMovetype(MOVETYPE_NONE);
SetSolid(SOLID_BBOX);
}
m_iEnabled = FALSE;
}