1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
|
/*
base/projectile.cc
This file is part of the Osirion project and is distributed under
the terms and conditions of the GNU General Public License version 2
*/
#include "base/projectile.h"
#include "base/game.h"
#include "core/gameserver.h"
#include "math/functions.h"
#include "sys/sys.h"
namespace game
{
EntityProjectile::EntityProjectile(unsigned long lifespan) : EntityDynamic()
{
entity_moduletypeid = projectile_enttype;
//set_name("");
set_label("projectile");
//set_serverside(true);
set_flag(core::Entity::KeepAlive);
set_shape(core::Entity::Sphere);
set_radius(0.01f);
set_mass(radius());
//reset();
//const float damp = Game::g_damping->value();
//body()->setDamping(0.0f, 0.0f);
projectile_damage = 0.0f;
projectile_lifespan = lifespan;
projectile_timestamp = core::server()->timestamp();
projectile_ownerid = 0;
}
EntityProjectile::~EntityProjectile()
{
}
void EntityProjectile::upkeep(const unsigned long timestamp)
{
die();
}
void EntityProjectile::collision(core::Entity *other)
{
if (state() == core::Entity::Destroyed) {
return;
}
set_state(core::Entity::Destroyed);
// this method is a bullet callback, we can not reset() here
}
void EntityProjectile::frame(const unsigned long elapsed)
{
EntityDynamic::frame(elapsed);
if (projectile_timestamp + projectile_lifespan < core::server()->timestamp()) {
set_state(core::Entity::Destroyed);
}
if (state() == core::Entity::Destroyed) {
die();
}
}
void EntityProjectile::reset()
{
// no bullet physics on NonSolid entities
if (!radius() || has_flag(NonSolid)) {
return;
}
// remove Docked and Destroyed entities from the physics simulation
if (destroyed() || (state() == core::Entity::Docked) || (state() == core::Entity::Destroyed)) {
if (entity_body) {
if (entity_motionstate) {
delete entity_motionstate;
entity_motionstate = 0;
}
if (zone() && zone()->physics()) {
entity_zone->physics()->removeRigidBody(body());
}
if (entity_collision_shape) {
delete entity_collision_shape;
entity_collision_shape = 0;
}
for (CollisionShapes::iterator sit = entity_collision_child_shapes.begin(); sit != entity_collision_child_shapes.end(); sit++) {
delete (*sit);
(*sit) = 0;
}
entity_collision_child_shapes.clear();
if (entity_body) {
delete entity_body;
entity_body = 0;
}
if (entity_body_info) {
delete entity_body_info;
entity_body_info = 0;
}
}
return;
}
// location and orientation
btTransform t;
t.setIdentity();
t.setOrigin(to_btVector3(location()));
t.setBasis(to_btMatrix3x3(axis()));
// construct physics body if necessary
if (!entity_body) {
// use a sphere with a radius matching the entity
btSphereShape *sphereshape = new btSphereShape(radius());
entity_collision_shape = sphereshape;
// set margin
//entity_collision_shape->setMargin(core::Cvar::sv_collisionmargin->value());
// calculate inertia
btVector3 inertia(0, 0, 0);
if (entity_mass)
entity_collision_shape->calculateLocalInertia(entity_mass, inertia);
// create motion state
entity_motionstate = new btDefaultMotionState(t);
// create physics body
entity_body_info = new btRigidBody::btRigidBodyConstructionInfo(entity_mass, entity_motionstate, entity_collision_shape, inertia);
entity_body = new btRigidBody(*entity_body_info);
// point the bullet user pointer to the entity
entity_body->setUserPointer((void *) this);
// enable custom collision callback
entity_body->setCollisionFlags(entity_body->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
//entity_body->setCollisionFlags(entity_body->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
if (entity_mass) {
entity_body->setActivationState(DISABLE_DEACTIVATION);
} else {
entity_body->setActivationState(ISLAND_SLEEPING);
}
if (zone())
zone()->physics()->addRigidBody(entity_body);
}
// transfer entity location to motion state
body()->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
body()->setAngularVelocity(btVector3(0.0f, 0.0f, 0.0f));
body()->setWorldTransform(t);
body()->clearForces();
if (motionstate()) {
motionstate()->setWorldTransform(t);
}
set_dirty();
}
} // namespace game
|