本文整理汇总了C++中IPhysicsObject::RecheckCollisionFilter方法的典型用法代码示例。如果您正苦于以下问题:C++ IPhysicsObject::RecheckCollisionFilter方法的具体用法?C++ IPhysicsObject::RecheckCollisionFilter怎么用?C++ IPhysicsObject::RecheckCollisionFilter使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IPhysicsObject
的用法示例。
在下文中一共展示了IPhysicsObject::RecheckCollisionFilter方法的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: DropGrenade
void CNPC_Zombine::DropGrenade( Vector vDir )
{
if ( m_hGrenade == NULL )
return;
m_hGrenade->SetParent( NULL );
m_hGrenade->SetOwnerEntity( NULL );
Vector vGunPos;
QAngle angles;
GetAttachment( "grenade_attachment", vGunPos, angles );
IPhysicsObject *pPhysObj = m_hGrenade->VPhysicsGetObject();
if ( pPhysObj == NULL )
{
m_hGrenade->SetMoveType( MOVETYPE_VPHYSICS );
m_hGrenade->SetSolid( SOLID_VPHYSICS );
m_hGrenade->SetCollisionGroup( COLLISION_GROUP_WEAPON );
m_hGrenade->CreateVPhysics();
}
if ( pPhysObj )
{
pPhysObj->Wake();
pPhysObj->SetPosition( vGunPos, angles, true );
pPhysObj->ApplyForceCenter( vDir * 0.2f );
pPhysObj->RecheckCollisionFilter();
}
m_hGrenade = NULL;
}
示例2: CleanCatchAndThrow
void CNPC_Dog::CleanCatchAndThrow( bool bClearTimers )
{
if ( m_hPhysicsEnt )
{
if ( m_bHasObject == true )
{
IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();
m_hPhysicsEnt->SetParent( NULL );
m_hPhysicsEnt->SetOwnerEntity( NULL );
Vector vGunPos;
QAngle angGunAngles;
GetAttachment( m_iPhysGunAttachment, vGunPos, angGunAngles );
if ( pPhysObj )
{
pPhysObj->Wake();
pPhysObj->RemoveShadowController();
pPhysObj->SetPosition( vGunPos, angGunAngles, true );
}
else
{
Warning( "CleanCatchAndThrow: m_hPhysicsEnt->VPhysicsGetObject == NULL!\n" );
}
m_hPhysicsEnt->SetMoveType( (MoveType_t)m_iContainerMoveType );
if ( pPhysObj )
{
pPhysObj->RecheckCollisionFilter();
}
ClearBeams();
}
m_hPhysicsEnt = NULL;
}
if ( bClearTimers == true )
{
m_bDoCatchThrowBehavior = false;
m_bDoWaitforObjectBehavior = false;
m_flTimeToCatch = 0.0f;
m_flNextSwat = 0.0f;
SetCondition( COND_DOG_LOST_PHYSICS_ENTITY );
}
}
示例3:
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
// modelIndex -
// &origin -
// &angles -
// *pSolid -
// Output : IPhysicsObject
//-----------------------------------------------------------------------------
IPhysicsObject *PhysModelCreate( CBaseEntity *pEntity, int modelIndex, const Vector &origin, const QAngle &angles, solid_t *pSolid )
{
vcollide_t *pCollide = modelinfo->GetVCollide( modelIndex );
if ( !pCollide || !pCollide->solidCount )
return NULL;
solid_t tmpSolid;
if ( !pSolid )
{
pSolid = &tmpSolid;
if ( !PhysModelParseSolidByIndex( tmpSolid, pEntity, pCollide, -1 ) )
return NULL;
}
int surfaceProp = -1;
if ( pSolid->surfaceprop[0] )
{
surfaceProp = physprops->GetSurfaceIndex( pSolid->surfaceprop );
}
IPhysicsObject *pObject = physenv->CreatePolyObject( pCollide->solids[pSolid->index], surfaceProp, origin, angles, &pSolid->params );
//PhysCheckAdd( pObject, STRING(pEntity->m_iClassname) );
if ( pObject )
{
if ( modelinfo->GetModelType(modelinfo->GetModel(modelIndex)) == mod_brush )
{
unsigned int contents = modelinfo->GetModelContents( modelIndex );
Assert(contents!=0);
// HACKHACK: contents is used to filter collisions
// HACKHACK: So keep solid on for water brushes since they should pass collision rules (as triggers)
if ( contents & MASK_WATER )
{
contents |= CONTENTS_SOLID;
}
if ( contents != pObject->GetContents() && contents != 0 )
{
pObject->SetContents( contents );
pObject->RecheckCollisionFilter();
}
}
g_pPhysSaveRestoreManager->AssociateModel( pObject, modelIndex);
}
return pObject;
}
示例4: Break
void C_PhysPropClientside::Break()
{
m_takedamage = DAMAGE_NO;
IPhysicsObject *pPhysics = VPhysicsGetObject();
Vector velocity;
AngularImpulse angVelocity;
Vector origin;
QAngle angles;
AddSolidFlags( FSOLID_NOT_SOLID );
if ( pPhysics )
{
pPhysics->GetVelocity( &velocity, &angVelocity );
pPhysics->GetPosition( &origin, &angles );
pPhysics->RecheckCollisionFilter();
}
else
{
velocity = GetAbsVelocity();
QAngleToAngularImpulse( GetLocalAngularVelocity(), angVelocity );
origin = GetAbsOrigin();
angles = GetAbsAngles();
}
breakablepropparams_t params( origin, angles, velocity, angVelocity );
params.impactEnergyScale = m_impactEnergyScale;
params.defCollisionGroup = GetCollisionGroup();
if ( params.defCollisionGroup == COLLISION_GROUP_NONE )
{
// don't automatically make anything COLLISION_GROUP_NONE or it will
// collide with debris being ejected by breaking
params.defCollisionGroup = COLLISION_GROUP_INTERACTIVE;
}
// no damage/damage force? set a burst of 100 for some movement
params.defBurstScale = 100;
// spwan break chunks
PropBreakableCreateAll( GetModelIndex(), pPhysics, params, this, -1, false );
Release(); // destroy object
}
示例5: PickupOrCatchObject
void CNPC_Dog::PickupOrCatchObject( const char *pAttachmentName )
{
if ( m_hPhysicsEnt )
{
InvalidateBoneCache();
int iAttachment = LookupAttachment( pAttachmentName );
if ( iAttachment == 0 )
iAttachment = m_iPhysGunAttachment;
// Move physobject to shadow
IPhysicsObject *pPhysicsObject = m_hPhysicsEnt->VPhysicsGetObject();
if ( pPhysicsObject )
{
pPhysicsObject->SetShadow( 1e4, 1e4, false, false );
pPhysicsObject->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, 0 );
}
m_iContainerMoveType = m_hPhysicsEnt->GetMoveType();
m_hPhysicsEnt->SetMoveType( MOVETYPE_NONE );
m_hPhysicsEnt->SetParent( this, iAttachment );
m_hPhysicsEnt->SetLocalOrigin( vec3_origin );
m_hPhysicsEnt->SetLocalAngles( vec3_angle );
m_hPhysicsEnt->SetGroundEntity( NULL );
if ( m_hPhysicsEnt->GetOwnerEntity() == NULL )
m_hPhysicsEnt->SetOwnerEntity( this );
if ( pPhysicsObject )
pPhysicsObject->RecheckCollisionFilter();
m_bHasObject = true;
//Fire Output!
m_OnPickup.FireOutput( this, this );
}
}
示例6: STRING
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
// modelIndex -
// &origin -
// &angles -
// Output : IPhysicsObject
//-----------------------------------------------------------------------------
IPhysicsObject *PhysModelCreateUnmoveable( CBaseEntity *pEntity, int modelIndex, const Vector &origin, const QAngle &angles )
{
vcollide_t *pCollide = modelinfo->GetVCollide( modelIndex );
if ( !pCollide || !pCollide->solidCount )
return NULL;
solid_t solid;
if ( !PhysModelParseSolidByIndex( solid, pEntity, pCollide, -1 ) )
return NULL;
// collisions are off by default
solid.params.enableCollisions = true;
//solid.params.mass = 1.0;
int surfaceProp = -1;
if ( solid.surfaceprop[0] )
{
surfaceProp = physprops->GetSurfaceIndex( solid.surfaceprop );
}
solid.params.pGameData = static_cast<void *>(pEntity);
solid.params.pName = STRING(pEntity->GetModelName());
IPhysicsObject *pObject = physenv->CreatePolyObjectStatic( pCollide->solids[0], surfaceProp, origin, angles, &solid.params );
//PhysCheckAdd( pObject, STRING(pEntity->m_iClassname) );
if ( pObject )
{
if ( modelinfo->GetModelType(modelinfo->GetModel(modelIndex)) == mod_brush )
{
unsigned int contents = modelinfo->GetModelContents( modelIndex );
Assert(contents!=0);
if ( contents != pObject->GetContents() && contents != 0 )
{
pObject->SetContents( contents );
pObject->RecheckCollisionFilter();
}
}
g_pPhysSaveRestoreManager->AssociateModel( pObject, modelIndex);
}
return pObject;
}
示例7: TransferPhysicsObject
//-----------------------------------------------------------------------------
// 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;
}
示例8: TransferPhysicsObject
// 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;
}
示例9: ThrowObject
void CNPC_Dog::ThrowObject( const char *pAttachmentName )
{
if ( m_hPhysicsEnt )
{
m_bHasObject = false;
IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();
if ( pPhysObj )
{
Vector vGunPos;
QAngle angGunAngles;
AngularImpulse angVelocity = RandomAngularImpulse( -250 , -250 ) / pPhysObj->GetMass();
InvalidateBoneCache();
int iAttachment = LookupAttachment( pAttachmentName );
if ( iAttachment == 0 )
iAttachment = m_iPhysGunAttachment;
GetAttachment( iAttachment, vGunPos, angGunAngles );
pPhysObj->Wake();
if ( pPhysObj->GetShadowController() )
{
m_hPhysicsEnt->SetParent( NULL );
m_hPhysicsEnt->SetMoveType( (MoveType_t)m_iContainerMoveType );
m_hPhysicsEnt->SetOwnerEntity( this );
pPhysObj->RemoveShadowController();
pPhysObj->SetPosition( m_hPhysicsEnt->GetLocalOrigin(), m_hPhysicsEnt->GetLocalAngles(), true );
pPhysObj->RecheckCollisionFilter();
pPhysObj->RecheckContactPoints();
}
if ( m_hThrowTarget == NULL )
#ifdef SecobMod__Enable_Fixed_Multiplayer_AI
m_hThrowTarget = UTIL_GetNearestVisiblePlayer(this);
#else
m_hThrowTarget = AI_GetSinglePlayer();
#endif //SecobMod__Enable_Fixed_Multiplayer_AI
Vector vThrowDirection;
if ( m_hThrowTarget )
{
Vector vThrowOrigin = m_hThrowTarget->GetAbsOrigin();
if ( m_hThrowTarget->IsPlayer() )
vThrowOrigin = vThrowOrigin + Vector( random->RandomFloat( -128, 128 ), random->RandomFloat( -128, 128 ), 0 );
Vector vecToss = VecCheckToss( this, vGunPos, vThrowOrigin, m_flThrowArcModifier, 1.0f, true );
if( vecToss == vec3_origin )
{
// Fix up an impossible throw so dog will at least toss the box in the target's general direction instead of dropping it.
// Also toss it up in the air so it will fall down and break. (Just throw the box up at a 45 degree angle)
Vector forward, up;
GetVectors( &forward, NULL, &up );
vecToss = forward + up;
VectorNormalize( vecToss );
vecToss *= pPhysObj->GetMass() * 30.0f;
}
vThrowDirection = vecToss + ( m_hThrowTarget->GetSmoothedVelocity() / 2 );
Vector vLinearDrag;
Vector unitVel = vThrowDirection;
VectorNormalize( unitVel );
float flTest = 1000 / vThrowDirection.Length();
float flDrag = pPhysObj->CalculateLinearDrag( vThrowDirection );
vThrowDirection = vThrowDirection + ( unitVel * ( flDrag * flDrag ) ) / flTest;
pPhysObj->SetVelocity( &vThrowDirection, &angVelocity );
m_flTimeToCatch = gpGlobals->curtime + dog_max_wait_time.GetFloat();
//Don't start pulling until the object is away from me.
//We base the time on the throw velocity.
m_flTimeToPull = gpGlobals->curtime + ( 1000 / vThrowDirection.Length() );
}
//Fire Output!
m_OnThrow.FireOutput( this, this );
ClearBeams();
if ( m_bBeamEffects == true )
{
EmitSound( "Weapon_PhysCannon.Launch" );
//.........这里部分代码省略.........
示例10: StartTask
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Dog::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_DOG_SETUP_THROW_TARGET:
{
SetupThrowTarget();
TaskComplete();
}
break;
case TASK_DOG_GET_PATH_TO_PHYSOBJ:
{
FindPhysicsObject( STRING( m_sObjectName ) );
if ( m_hPhysicsEnt == NULL )
{
FindPhysicsObject( NULL );
return;
}
IPhysicsObject *pPhysicsObject = m_hPhysicsEnt->VPhysicsGetObject();
Vector vecGoalPos;
Vector vecDir;
vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter();
VectorNormalize(vecDir);
vecDir.z = 0;
if ( m_hPhysicsEnt->GetOwnerEntity() == NULL )
m_hPhysicsEnt->SetOwnerEntity( this );
if ( pPhysicsObject )
pPhysicsObject->RecheckCollisionFilter();
vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST );
//If I'm near my goal, then just walk to it.
Activity aActivity = ACT_RUN;
if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 )
aActivity = ACT_WALK;
if ( GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL ) == false )
{
if ( m_hUnreachableObjects.Find( m_hPhysicsEnt ) == -1 )
m_hUnreachableObjects.AddToTail( m_hPhysicsEnt );
FindPhysicsObject( NULL, m_hPhysicsEnt );
m_flTimeToCatch = gpGlobals->curtime + 0.1;
m_flNextRouteTime = gpGlobals->curtime + 0.3;
m_flNextSwat = gpGlobals->curtime + 0.1;
GetNavigator()->ClearGoal();
}
else
{
TaskComplete();
}
}
break;
case TASK_DOG_FACE_OBJECT:
{
if( m_hPhysicsEnt == NULL )
{
// Physics Object is gone! Probably was an explosive
// or something else broke it.
TaskFail("Physics ent NULL");
return;
}
Vector vecDir;
vecDir = m_hPhysicsEnt->WorldSpaceCenter() - GetLocalOrigin();
VectorNormalize(vecDir);
GetMotor()->SetIdealYaw( UTIL_VecToYaw( vecDir ) );
TaskComplete();
}
break;
case TASK_DOG_PICKUP_ITEM:
{
if( m_hPhysicsEnt == NULL )
{
// Physics Object is gone! Probably was an explosive
// or something else broke it.
TaskFail("Physics ent NULL");
return;
}
else
{
SetIdealActivity( (Activity)ACT_DOG_PICKUP );
}
}
//.........这里部分代码省略.........
示例11: RunTask
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Dog::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_DOG_PICKUP_ITEM:
{
PullObject( false );
}
break;
case TASK_DOG_GET_PATH_TO_PHYSOBJ:
{
//Check this cause our object might have been deleted.
if ( m_hPhysicsEnt == NULL )
FindPhysicsObject( NULL );
//And if we still can't find anything, then just go away.
if ( m_hPhysicsEnt == NULL )
{
TaskFail( "Can't find an object I like!" );
return;
}
IPhysicsObject *pPhysicsObject = m_hPhysicsEnt->VPhysicsGetObject();
Vector vecGoalPos;
Vector vecDir;
vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter();
VectorNormalize(vecDir);
vecDir.z = 0;
if ( m_hPhysicsEnt->GetOwnerEntity() == NULL )
m_hPhysicsEnt->SetOwnerEntity( this );
if ( pPhysicsObject )
pPhysicsObject->RecheckCollisionFilter();
vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST );
bool bBuiltRoute = false;
//If I'm near my goal, then just walk to it.
Activity aActivity = ACT_RUN;
if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 )
aActivity = ACT_WALK;
bBuiltRoute = GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL );
if ( bBuiltRoute == true )
TaskComplete();
else
{
m_flTimeToCatch = gpGlobals->curtime + 0.1;
m_flNextRouteTime = gpGlobals->curtime + 0.3;
m_flNextSwat = gpGlobals->curtime + 0.1;
if ( m_hUnreachableObjects.Find( m_hPhysicsEnt ) == -1 )
m_hUnreachableObjects.AddToTail( m_hPhysicsEnt );
m_hPhysicsEnt = NULL;
GetNavigator()->ClearGoal();
}
}
break;
case TASK_WAIT:
{
if ( IsWaitFinished() )
{
TaskComplete();
}
if ( m_hPhysicsEnt )
{
if ( m_bHasObject == false )
{
GetMotor()->SetIdealYawToTarget( m_hPhysicsEnt->GetAbsOrigin() );
GetMotor()->UpdateYaw();
}
}
break;
}
case TASK_DOG_LAUNCH_ITEM:
if( IsActivityFinished() )
{
if ( m_hPhysicsEnt )
{
m_hPhysicsEnt->SetOwnerEntity( NULL );
}
TaskComplete();
}
//.........这里部分代码省略.........