Ejemplo n.º 1
0
        public override void Simulate()
        {
            if (!Host.IsServer)
            {
                return;
            }

            using (Prediction.Off())
            {
                if (!Input.Pressed(InputButton.Attack1))
                {
                    return;
                }

                var startPos = Owner.EyePosition;
                var dir      = Owner.EyeRotation.Forward;

                var tr = Trace.Ray(startPos, startPos + dir * MaxTraceDistance)
                         .Ignore(Owner)
                         .Run();

                if (!tr.Hit)
                {
                    return;
                }

                if (!tr.Entity.IsValid())
                {
                    return;
                }

                var attached = !tr.Entity.IsWorld && tr.Body.IsValid() && tr.Body.PhysicsGroup != null && tr.Body.GetEntity().IsValid();

                if (attached && tr.Entity is not Prop)
                {
                    return;
                }

                CreateHitEffects(tr.EndPosition);

                if (tr.Entity is WheelEntity)
                {
                    // TODO: Set properties

                    return;
                }

                var ent = new WheelEntity
                {
                    Position = tr.EndPosition,
                    Rotation = Rotation.LookAt(tr.Normal) * Rotation.From(new Angles(0, 90, 0)),
                };

                ent.SetModel("models/citizen_props/wheel01.vmdl");

                ent.PhysicsBody.Mass = tr.Body.Mass;
                ent.Joint            = PhysicsJoint.CreateHinge(ent.PhysicsBody, tr.Body, tr.EndPosition, tr.Normal);
            }
        }
 public override void Create(EntityManager entityManager, GameObjectConversionSystem conversionSystem)
 {
     UpdateAuto();
     conversionSystem.World.GetOrCreateSystem <EndJointConversionSystem>().CreateJointEntity(
         this,
         GetConstrainedBodyPair(conversionSystem),
         PhysicsJoint.CreateHinge(
             new BodyFrame {
         Axis = HingeAxisLocal, Position = PositionLocal
     },
             new BodyFrame {
         Axis = HingeAxisInConnectedEntity, Position = PositionInConnectedEntity
     }
             )
         );
 }
 public override void Create(EntityManager entityManager, GameObjectConversionSystem conversionSystem)
 {
     UpdateAuto();
     Math.CalculatePerpendicularNormalized(HingeAxisLocal, out var perpendicularLocal, out _);
     Math.CalculatePerpendicularNormalized(HingeAxisInConnectedEntity, out var perpendicularConnected, out _);
     conversionSystem.World.GetOrCreateSystem <EndJointConversionSystem>().CreateJointEntity(
         this,
         GetConstrainedBodyPair(conversionSystem),
         PhysicsJoint.CreateHinge(
             new BodyFrame {
         Axis = HingeAxisLocal, Position = PositionLocal, PerpendicularAxis = perpendicularLocal
     },
             new BodyFrame {
         Axis = HingeAxisInConnectedEntity, Position = PositionInConnectedEntity, PerpendicularAxis = perpendicularConnected
     }
             )
         );
 }
Ejemplo n.º 4
0
        void ConvertHingeJoint(LegacyHinge joint)
        {
            RigidTransform worldFromBodyA = Math.DecomposeRigidBodyTransform(joint.transform.localToWorldMatrix);
            RigidTransform worldFromBodyB = joint.connectedBody == null
                ? RigidTransform.identity
                : Math.DecomposeRigidBodyTransform(joint.connectedBody.transform.localToWorldMatrix);

            Math.CalculatePerpendicularNormalized(joint.axis, out float3 perpendicularA, out _);
            var bodyAFromJoint = new BodyFrame
            {
                Axis = joint.axis,
                PerpendicularAxis = perpendicularA,
                Position          = joint.anchor
            };

            var connectedEntity          = GetPrimaryEntity(joint.connectedBody);
            var isConnectedBodyConverted =
                joint.connectedBody == null || connectedEntity != Entity.Null;

            RigidTransform bFromA       = isConnectedBodyConverted ? math.mul(math.inverse(worldFromBodyB), worldFromBodyA) : worldFromBodyA;
            RigidTransform bFromBSource =
                isConnectedBodyConverted ? RigidTransform.identity : worldFromBodyB;

            var bodyBFromJoint = new BodyFrame
            {
                Axis = math.mul(bFromA.rot, joint.axis),
                PerpendicularAxis = math.mul(bFromA.rot, perpendicularA),
                Position          = math.mul(bFromBSource, new float4(joint.connectedAnchor, 1f)).xyz
            };

            var limits    = math.radians(new FloatRange(joint.limits.min, joint.limits.max).Sorted());
            var jointData = joint.useLimits
                ? PhysicsJoint.CreateLimitedHinge(bodyAFromJoint, bodyBFromJoint, limits)
                : PhysicsJoint.CreateHinge(bodyAFromJoint, bodyBFromJoint);

            m_EndJointConversionSystem.CreateJointEntity(joint, GetConstrainedBodyPair(joint), jointData);
        }