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wnsrc/gamemodes/sandbox/entities/weapons/gmod_tool/stools/axis.lua

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2024-08-04 22:55:00 +03:00
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
TOOL.Category = "Constraints"
TOOL.Name = "#tool.axis.name"
TOOL.ClientConVar[ "forcelimit" ] = 0
TOOL.ClientConVar[ "torquelimit" ] = 0
TOOL.ClientConVar[ "hingefriction" ] = 0
TOOL.ClientConVar[ "nocollide" ] = 0
TOOL.Information = {
{ name = "left", stage = 0 },
{ name = "left_1", stage = 1, op = 1 },
{ name = "right", stage = 0 },
{ name = "right_1", stage = 1, op = 2 },
{ name = "reload" }
}
function TOOL:LeftClick( trace )
if ( self:GetOperation() == 2 ) then return false end
if ( IsValid( trace.Entity ) && trace.Entity:IsPlayer() ) then return end
-- todo: Don't attempt to constrain the first object if it's already constrained to a static object
local iNum = self:NumObjects()
-- Don't allow us to choose the world as the first object
if ( iNum == 0 && !IsValid( trace.Entity ) ) then return false end
-- Don't do jeeps (crash protection until we get it fixed)
if ( iNum == 0 && trace.Entity:GetClass() == "prop_vehicle_jeep" ) then return false end
-- If there's no physics object then we can't constraint it!
if ( SERVER && !util.IsValidPhysicsObject( trace.Entity, trace.PhysicsBone ) ) then return false end
local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone )
self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal )
self:SetOperation( 1 )
if ( iNum > 0 ) then
-- Clientside can bail out now
if ( CLIENT ) then
self:ClearObjects()
self:ReleaseGhostEntity()
return true
end
-- Get client's CVars
local nocollide = self:GetClientNumber( "nocollide", 0 )
local forcelimit = self:GetClientNumber( "forcelimit", 0 )
local torquelimit = self:GetClientNumber( "torquelimit", 0 )
local friction = self:GetClientNumber( "hingefriction", 0 )
local Ent1, Ent2 = self:GetEnt( 1 ), self:GetEnt( 2 )
local Bone1, Bone2 = self:GetBone( 1 ), self:GetBone( 2 )
local Norm1, Norm2 = self:GetNormal( 1 ), self:GetNormal( 2 )
local LPos1, LPos2 = self:GetLocalPos( 1 ), self:GetLocalPos( 2 )
local Phys1 = self:GetPhys( 1 )
local WPos2 = self:GetPos( 2 )
-- Note: To keep stuff ragdoll friendly try to treat things as physics objects rather than entities
local Ang1, Ang2 = Norm1:Angle(), ( -Norm2 ):Angle()
local TargetAngle = Phys1:AlignAngles( Ang1, Ang2 )
Phys1:SetAngles( TargetAngle )
-- Move the object so that the hitpos on our object is at the second hitpos
local TargetPos = WPos2 + ( Phys1:GetPos() - self:GetPos( 1 ) ) + ( Norm2 * 0.2 )
-- Set the position
Phys1:SetPos( TargetPos )
-- Wake up the physics object so that the entity updates
Phys1:Wake()
-- Set the hinge Axis perpendicular to the trace hit surface
LPos1 = Phys1:WorldToLocal( WPos2 + Norm2 )
-- Create a constraint axis
local constr = constraint.Axis( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, forcelimit, torquelimit, friction, nocollide )
if ( IsValid( constr ) ) then
undo.Create( "Axis" )
undo.AddEntity( constr )
undo.SetPlayer( self:GetOwner() )
undo.Finish()
self:GetOwner():AddCleanup( "constraints", constr )
end
-- Clear the objects so we're ready to go again
self:ClearObjects()
self:ReleaseGhostEntity()
else
self:StartGhostEntity( trace.Entity )
self:SetStage( iNum + 1 )
end
return true
end
function TOOL:RightClick( trace )
if ( self:GetOperation() == 1 ) then return false end
if ( IsValid( trace.Entity ) && trace.Entity:IsPlayer() ) then return false end
local iNum = self:NumObjects()
-- Don't allow us to choose the world as the first object
if ( iNum == 0 && !IsValid( trace.Entity ) ) then return false end
local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone )
self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal )
self:SetOperation( 2 )
if ( iNum > 0 ) then
-- Clientside can bail out now
if ( CLIENT ) then
self:ClearObjects()
return true
end
-- Get client's CVars
local nocollide = self:GetClientNumber( "nocollide", 0 )
local forcelimit = self:GetClientNumber( "forcelimit", 0 )
local torquelimit = self:GetClientNumber( "torquelimit", 0 )
local friction = self:GetClientNumber( "hingefriction", 0 )
local Ent1, Ent2 = self:GetEnt( 1 ), self:GetEnt( 2 )
local Bone1, Bone2 = self:GetBone( 1 ), self:GetBone( 2 )
local Norm1, Norm2 = self:GetNormal( 1 ), self:GetNormal( 2 )
local LPos1, LPos2 = self:GetLocalPos( 1 ), self:GetLocalPos( 2 )
local Phys1 = self:GetPhys( 1 )
local WPos2 = self:GetPos( 2 )
-- Note: To keep stuff ragdoll friendly try to treat things as physics objects rather than entities
--local Ang1, Ang2 = Norm1:Angle(), ( -Norm2 ):Angle()
--local TargetAngle = Phys1:AlignAngles( Ang1, Ang2 )
--Phys1:SetAngles( TargetAngle )
Phys1:Wake()
-- Set the hinge Axis perpendicular to the trace hit surface
LPos1 = Phys1:WorldToLocal( WPos2 + Norm2 )
local constr = constraint.Axis( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, forcelimit, torquelimit, friction, nocollide )
if ( IsValid( constr ) ) then
undo.Create( "Axis" )
undo.AddEntity( constr )
undo.SetPlayer( self:GetOwner() )
undo.Finish()
self:GetOwner():AddCleanup( "constraints", constr )
end
-- Clear the objects so we're ready to go again
self:ClearObjects()
self:ReleaseGhostEntity()
else
self:SetStage( iNum + 1 )
end
return true
end
function TOOL:Reload( trace )
if ( !IsValid( trace.Entity ) || trace.Entity:IsPlayer() ) then return false end
if ( CLIENT ) then return true end
return constraint.RemoveConstraints( trace.Entity, "Axis" )
end
function TOOL:Think()
if ( self:NumObjects() != 1 ) then return end
self:UpdateGhostEntity()
end
function TOOL:Holster()
self:ClearObjects()
end
local ConVarsDefault = TOOL:BuildConVarList()
function TOOL.BuildCPanel( CPanel )
CPanel:AddControl( "Header", { Description = "#tool.axis.help" } )
CPanel:AddControl( "ComboBox", { MenuButton = 1, Folder = "axis", Options = { [ "#preset.default" ] = ConVarsDefault }, CVars = table.GetKeys( ConVarsDefault ) } )
CPanel:AddControl( "Slider", { Label = "#tool.forcelimit", Command = "axis_forcelimit", Type = "Float", Min = 0, Max = 50000, Help = true } )
CPanel:AddControl( "Slider", { Label = "#tool.torquelimit", Command = "axis_torquelimit", Type = "Float", Min = 0, Max = 50000, Help = true } )
CPanel:AddControl( "Slider", { Label = "#tool.hingefriction", Command = "axis_hingefriction", Type = "Float", Min = 0, Max = 200, Help = true } )
CPanel:AddControl( "CheckBox", { Label = "#tool.nocollide", Command = "axis_nocollide", Help = true } )
end