mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 06:06:50 +00:00
physics: fix a lot of problems
This commit is contained in:
parent
cb04a1e451
commit
dc2be1dcb4
@ -2788,7 +2788,7 @@ int CFastPointLeafNum::GetLeaf( const Vector &vPos )
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m_vCachedPos = vPos;
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CCollisionBSPData *pBSPData = GetCollisionBSPData();
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m_flDistToExitLeafSqr = 1e16;
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m_flDistToExitLeafSqr = 1e24;
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m_iCachedLeaf = CM_PointLeafnumMinDistSqr_r( pBSPData, vPos, 0, m_flDistToExitLeafSqr );
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}
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@ -102,8 +102,8 @@ inline CVertIndex CDispInfo::IndexToVert( int index ) const
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void CDispInfo::UpdateBoundingBox()
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{
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m_BBoxMin.Init( 1e16, 1e16, 1e16 );
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m_BBoxMax.Init( -1e16, -1e16, -1e16 );
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m_BBoxMin.Init( 1e24, 1e24, 1e24 );
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m_BBoxMax.Init( -1e24, -1e24, -1e24 );
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for( int i=0; i < NumVerts(); i++ )
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{
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@ -793,7 +793,7 @@ CDispInfo::CDispInfo()
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m_pPowerInfo = NULL;
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m_ViewerSphereCenter.Init( 1e16, 1e16, 1e16 );
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m_ViewerSphereCenter.Init( 1e24, 1e24, 1e24 );
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m_bInUse = false;
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@ -995,7 +995,7 @@ int FindNeighborCornerVert( CCoreDispInfo *pDisp, const Vector &vecPoint )
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CDispUtilsHelper *pDispHelper = pDisp;
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int iClosest = 0;
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float flClosest = 1e16;
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float flClosest = 1e24;
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for ( int iCorner = 0; iCorner < 4; ++iCorner )
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{
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@ -122,8 +122,8 @@ struct portalclip_t
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static inline bool GetPortalScreenExtents( dareaportal_t *pPortal,
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portalclip_t * RESTRICT clip, CPortalRect &portalRect , float *pReflectionWaterHeight )
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{
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portalRect.left = portalRect.bottom = 1e16;
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portalRect.right = portalRect.top = -1e16;
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portalRect.left = portalRect.bottom = 1e24;
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portalRect.right = portalRect.top = -1e24;
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bool bValidExtents = false;
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worldbrushdata_t *pBrushData = host_state.worldbrush;
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@ -150,8 +150,8 @@ C_SteamJet::C_SteamJet()
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m_bFaceLeft = false;
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m_ParticleEffect.SetAlwaysSimulate( false ); // Don't simulate outside the PVS or frustum.
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m_vLastRampUpdatePos.Init( 1e16, 1e16, 1e16 );
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m_vLastRampUpdateAngles.Init( 1e16, 1e16, 1e16 );
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m_vLastRampUpdatePos.Init( 1e24, 1e24, 1e24 );
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m_vLastRampUpdateAngles.Init( 1e24, 1e24, 1e24 );
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}
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@ -283,7 +283,7 @@ struct CInterpolatedVarEntryBase<Type, false>
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{
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Assert(maxCount==1);
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}
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Type *NewEntry( const Type *pValue, int maxCount, float time )
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Type *NewEntry( Type *pValue, int maxCount, float time )
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{
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Assert(maxCount==1);
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changetime = time;
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@ -125,8 +125,8 @@ inline CParticleRenderIterator::CParticleRenderIterator()
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m_bGotFirst = false;
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m_flPrevZ = 0;
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m_nParticlesInCurrentBatch = 0;
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m_MinZ = 1e16;
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m_MaxZ = -1e16;
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m_MinZ = 1e24;
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m_MaxZ = -1e24;
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m_nZCoords = 0;
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}
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@ -173,7 +173,7 @@ void CMCVMinimapPanel::OnMousePressed( vgui::MouseCode code )
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// Find the closest MCV to their mouse press.
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int iClosest = -1;
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float flClosest = 1e16;
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float flClosest = 1e24;
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Vector2D curMousePos( m_LastX, m_LastY );
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for ( int i=0; i < pPanel->m_DeployedTeleportStations.Count(); i++ )
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@ -79,7 +79,7 @@ IPhysicsObject *PhysModelCreateCustom( C_BaseEntity *pEntity, const CPhysCollide
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solid_t solid;
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solid.params = g_PhysDefaultObjectParams;
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solid.params.mass = 85.0f;
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solid.params.inertia = 1e16f;
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solid.params.inertia = 1e24f;
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int surfaceProp = -1;
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if ( props && props[0] )
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{
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@ -74,7 +74,7 @@ static float g_PhysAverageSimTime;
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CCallQueue g_PostSimulationQueue;
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// local routines
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// local roeutines
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static IPhysicsObject *PhysCreateWorld( CBaseEntity *pWorld );
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static void PhysFrame( float deltaTime );
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static bool IsDebris( int collisionGroup );
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@ -1689,6 +1689,7 @@ void PhysFrame( float deltaTime )
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float simRealTime = 0;
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deltaTime *= phys_timescale.GetFloat();
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// !!!HACKHACK -- hard limit scaled time to avoid spending too much time in here
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// Limit to 100 ms
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if ( deltaTime > 0.100f )
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@ -1709,10 +1710,9 @@ void PhysFrame( float deltaTime )
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g_Collisions.BufferTouchEvents( true );
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#endif
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physenv->Simulate( deltaTime );
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int activeCount = physenv->GetActiveObjectCount();
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IPhysicsObject **pActiveList = NULL;
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#if 0
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if ( activeCount )
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{
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pActiveList = (IPhysicsObject **)stackalloc( sizeof(IPhysicsObject *)*activeCount );
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@ -1721,6 +1721,26 @@ void PhysFrame( float deltaTime )
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for ( int i = 0; i < activeCount; i++ )
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{
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CBaseEntity *pEntity = reinterpret_cast<CBaseEntity *>(pActiveList[i]->GetGameData());
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OutputVPhysicsDebugInfo(pEntity);
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}
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stackfree( pActiveList );
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}
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#endif
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physenv->Simulate( deltaTime );
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activeCount = physenv->GetActiveObjectCount();
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pActiveList = NULL;
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if ( activeCount )
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{
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pActiveList = (IPhysicsObject **)stackalloc( sizeof(IPhysicsObject *)*activeCount );
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physenv->GetActiveObjects( pActiveList );
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for ( int i = 0; i < activeCount; i++ )
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{
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CBaseEntity *pEntity = reinterpret_cast<CBaseEntity *>(pActiveList[i]->GetGameData());
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// OutputVPhysicsDebugInfo(pEntity);
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if ( pEntity )
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{
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if ( pEntity->CollisionProp()->DoesVPhysicsInvalidateSurroundingBox() )
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@ -1948,7 +1968,7 @@ void CCollisionEvent::Friction( IPhysicsObject *pObject, float energy, int surfa
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if ( pEntity )
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{
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friction_t *pFriction = g_Collisions.FindFriction( pEntity );
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if ( pFriction && pFriction->pObject)
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{
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// in MP mode play sound and effects once every 500 msecs,
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@ -8014,7 +8014,7 @@ void CBasePlayer::SetupVPhysicsShadow( const Vector &vecAbsOrigin, const Vector
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Q_strncpy( solid.surfaceprop, "player", sizeof(solid.surfaceprop) );
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solid.params = g_PhysDefaultObjectParams;
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solid.params.mass = 85.0f;
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solid.params.inertia = 1e16f;
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solid.params.inertia = 1e24f;
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solid.params.enableCollisions = false;
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//disable drag
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solid.params.dragCoefficient = 0;
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@ -74,7 +74,7 @@ bool COrderHeal::CreateOrder( CPlayerClass *pClass )
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ORDER_HEAL,
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pTeam->GetPlayer( sorted[0] ),
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pClass->GetPlayer(),
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1e16,
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1e24,
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60,
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pOrder );
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@ -157,7 +157,7 @@ bool OrderCreator_ResourceZoneObject(
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ORDER_BUILD,
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pClosest,
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pPlayer,
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1e16,
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1e24,
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60,
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pOrder
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);
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@ -95,7 +95,7 @@ bool COrderKillMortarGuy::CreateOrder( CPlayerClass *pClass )
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ORDER_KILL,
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pBrian,
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pClass->GetPlayer(),
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1e16,
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1e24,
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60,
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pOrder
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);
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@ -61,7 +61,7 @@ bool COrderMortarAttack::CreateOrder( CPlayerClass *pClass )
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ORDER_MORTAR_ATTACK,
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pEnt,
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pPlayer,
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1e16,
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1e24,
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40,
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pOrder
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);
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@ -91,7 +91,7 @@ bool COrderRepair::CreateOrder_RepairFriendlyObjects( CPlayerClassDefender *pCla
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ORDER_REPAIR,
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pObjToHeal,
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pPlayer,
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1e16,
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1e24,
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60,
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pOrder
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);
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@ -130,7 +130,7 @@ bool COrderRepair::CreateOrder_RepairOwnObjects( CPlayerClass *pClass )
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ORDER_REPAIR,
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pObj,
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info.m_pPlayer,
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1e16,
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1e24,
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60,
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pOrder
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);
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@ -177,7 +177,7 @@ void CObjectBarbedWire::StartPlacement( CBaseTFPlayer *pPlayer )
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if ( pPlayer && !m_hConnectedTo )
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{
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// Automatically connect to the nearest barbed wire on our team.
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float flClosest = 1e16;
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float flClosest = 1e24;
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CObjectBarbedWire *pClosest = NULL;
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CBaseEntity *pCur = gEntList.FirstEnt();
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@ -1041,7 +1041,7 @@ void CPlayerClass::InitVCollision( void )
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solid_t solid;
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solid.params = g_PhysDefaultObjectParams;
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solid.params.mass = 85.0f;
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solid.params.inertia = 1e16f;
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solid.params.inertia = 1e24f;
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solid.params.enableCollisions = false;
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//disable drag
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solid.params.dragCoefficient = 0;
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@ -145,7 +145,7 @@ public:
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int iOrderType,
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CBaseEntity *pTarget,
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CBaseTFPlayer *pPlayer = NULL,
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float flDistanceToRemove = 1e16,
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float flDistanceToRemove = 1e24,
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float flLifetime = 60,
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COrder *pDefaultOrder = NULL // If this is specified, then it is used instead of
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// asking COrder to allocate an order.
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@ -478,7 +478,7 @@ void PhysGetDefaultAABBSolid( solid_t &solid )
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{
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solid.params = g_PhysDefaultObjectParams;
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solid.params.mass = 85.0f;
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solid.params.inertia = 1e16f;
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solid.params.inertia = 1e24f;
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Q_strncpy( solid.surfaceprop, "default", sizeof( solid.surfaceprop ) );
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}
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@ -374,7 +374,7 @@ public:
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m_bSkipControllerInitialization = bSkip;
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}
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void StartTextInput();
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virtual void StartTextInput();
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#if defined( USE_SDL )
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void PollInputState_Platform();
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@ -794,7 +794,10 @@ struct dfaceid_t
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#if defined( _X360 )
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#pragma bitfield_order( push, lsb_to_msb )
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#endif
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#ifdef WIN32
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#pragma warning( disable:4201 ) // C4201: nonstandard extension used: nameless struct/union
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#endif
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struct dleaf_version_0_t
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{
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DECLARE_BYTESWAP_DATADESC();
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@ -770,8 +770,8 @@ void ClearNeighborData( CCoreDispInfo *pDisp )
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void GetDispBox( CCoreDispInfo *pDisp, CDispBox &box )
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{
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// Calculate the bbox for this displacement.
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Vector vMin( 1e16, 1e16, 1e16 );
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Vector vMax( -1e16, -1e16, -1e16 );
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Vector vMin( 1e24, 1e24, 1e24 );
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Vector vMax( -1e24, -1e24, -1e24 );
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for ( int iVert = 0; iVert < 4; ++iVert )
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{
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@ -156,6 +156,8 @@ public:
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void ActivateSteamControllerActionSet( GameActionSet_t eActionSet ) {
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ActivateSteamControllerActionSetForSlot( 0xffffffffffffffff, eActionSet );
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}
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virtual void StartTextInput() = 0;
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};
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@ -311,7 +311,7 @@ CPositionInterpolator_Rope::CPositionInterpolator_Rope()
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m_nSegments = 5;
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for( int i=0; i < 2; i++ )
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m_Delegate.m_CurEndPoints[i] = Vector( 1e16, 1e16, 1e16 );
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m_Delegate.m_CurEndPoints[i] = Vector( 1e24, 1e24, 1e24 );
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}
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void CPositionInterpolator_Rope::Release()
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@ -1236,12 +1236,13 @@ public:
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#if !defined( _X360 )
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Assert( dstVertex.m_vecUserData.w == -1.0f || dstVertex.m_vecUserData.w == 1.0f );
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// TODO(nillerusr): uncomment when i remove -mfpmath=387 from compiler options
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//if ( nHasSIMD )
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//{
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// meshBuilder.FastVertexSSE( dstVertex );
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//}
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//else
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#if 0 // FIXME(nillerusr): causing a crash, reason: misalign?
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if ( nHasSIMD )
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{
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meshBuilder.FastVertexSSE( dstVertex );
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}
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else
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#endif
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{
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meshBuilder.FastVertex( dstVertex );
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}
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@ -1251,11 +1252,13 @@ public:
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}
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else
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{
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#if 0 // FIXME(nillerusr): causing a crash, reason: misalign?
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if ( nHasSIMD )
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{
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meshBuilder.FastVertexSSE( *(ModelVertexDX7_t*)&dstVertex );
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}
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else
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#endif
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{
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meshBuilder.FastVertex( *(ModelVertexDX7_t*)&dstVertex );
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}
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@ -1484,7 +1484,8 @@ void TextEntry::OnMousePressed(MouseCode code)
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return;
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}
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g_pInputSystem->StartTextInput();
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if( IsEnabled() )
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g_pInputSystem->StartTextInput();
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// move the cursor to where the mouse was pressed
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int x, y;
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@ -652,6 +652,9 @@ void CConsolePanel::OnTextChanged(Panel *panel)
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// see if they've hit the tilde key (which opens & closes the console)
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int len = Q_strlen(m_szPartialText);
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if( !len )
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return;
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bool hitTilde = ( m_szPartialText[len - 1] == '~' || m_szPartialText[len - 1] == '`' ) ? true : false;
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bool altKeyDown = ( vgui::input()->IsKeyDown( KEY_LALT ) || vgui::input()->IsKeyDown( KEY_RALT ) ) ? true : false;
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@ -1253,4 +1256,4 @@ void CConsoleDialog::OnKeyCodePressed( vgui::KeyCode code )
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{
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BaseClass::OnKeyCodePressed(code);
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}
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}
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}
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@ -592,7 +592,8 @@ void CPhysicsObject::SetMass( float mass )
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}
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Assert( mass > 0 );
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mass = clamp( mass, 0, VPHYSICS_MAX_MASS ); // NOTE: Allow zero procedurally, but not by initialization
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mass = clamp( mass, 1.f, VPHYSICS_MAX_MASS );
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m_pObject->change_mass( mass );
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SetVolume( m_volume );
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RecomputeDragBases();
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@ -633,13 +634,17 @@ Vector CPhysicsObject::GetInvInertia( void ) const
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}
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void CPhysicsObject::SetInertia( const Vector &inertia )
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{
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IVP_U_Float_Point ri;
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ConvertDirectionToIVP( inertia, ri );
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IVP_U_Float_Point ri; ConvertDirectionToIVP( inertia, ri );
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ri.k[0] = IVP_Inline_Math::fabsd(ri.k[0]);
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ri.k[1] = IVP_Inline_Math::fabsd(ri.k[1]);
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ri.k[2] = IVP_Inline_Math::fabsd(ri.k[2]);
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if( ri.k[0] > 1e14f ) ri.k[0] = 1e14f; if( ri.k[1] > 1e14f ) ri.k[1] = 1e14f; if( ri.k[2] > 1e14f ) ri.k[2] = 1e14f;
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if( ri.k[0] <= 0 ) ri.k[0] = 1.f; if( ri.k[1] <= 0 ) ri.k[1] = 1.f; if( ri.k[2] <= 0 ) ri.k[2] = 1.f;
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m_pObject->get_core()->set_rotation_inertia( &ri );
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}
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@ -1358,6 +1363,7 @@ bool CPhysicsObject::IsFluid() const
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// sets the object to be hinged. Fixed it place, but able to rotate around one axis.
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void CPhysicsObject::BecomeHinged( int localAxis )
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{
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if ( IsMoveable() )
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{
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float savedMass = GetMass();
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@ -1370,6 +1376,7 @@ void CPhysicsObject::BecomeHinged( int localAxis )
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SetMass( VPHYSICS_MAX_MASS );
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IVP_U_Float_Hesse tmp = *iri;
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#if 0
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for ( i = 0; i < 3; i++ )
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tmp.k[i] = savedRI[i];
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@ -1394,10 +1401,10 @@ void CPhysicsObject::RemoveHinged()
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void CPhysicsObject::OutputDebugInfo() const
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{
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Msg("-----------------\nObject: %s\n", m_pObject->get_name());
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Msg("Mass: %.1f (inv %.3f)\n", GetMass(), GetInvMass() );
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Msg("Mass: %.3e (inv %.3e)\n", GetMass(), GetInvMass() );
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Vector inertia = GetInertia();
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Vector invInertia = GetInvInertia();
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Msg("Inertia: %.2f, %.2f, %.2f (inv %.3f, %.3f, %.3f)\n", inertia.x, inertia.y, inertia.z, invInertia.x, invInertia.y, invInertia.z );
|
||||
Msg("Inertia: %.3e, %.3e, %.3e (inv %.3e, %.3e, %.3e)\n", inertia.x, inertia.y, inertia.z, invInertia.x, invInertia.y, invInertia.z );
|
||||
|
||||
Vector speed, angSpeed;
|
||||
GetVelocity( &speed, &angSpeed );
|
||||
@ -1406,7 +1413,7 @@ void CPhysicsObject::OutputDebugInfo() const
|
||||
|
||||
float damp, angDamp;
|
||||
GetDamping( &damp, &angDamp );
|
||||
Msg("Damping %.2f linear, %.2f angular\n", damp, angDamp );
|
||||
Msg("Damping %.3e linear, %.3e angular\n", damp, angDamp );
|
||||
|
||||
Msg("Linear Drag: %.2f, %.2f, %.2f (factor %.2f)\n", m_dragBasis.x, m_dragBasis.y, m_dragBasis.z, m_dragCoefficient );
|
||||
Msg("Angular Drag: %.2f, %.2f, %.2f (factor %.2f)\n", m_angDragBasis.x, m_angDragBasis.y, m_angDragBasis.z, m_angDragCoefficient );
|
||||
@ -1462,8 +1469,7 @@ bool CPhysicsObject::IsAttachedToConstraint( bool bExternalOnly ) const
|
||||
|
||||
static void InitObjectTemplate( IVP_Template_Real_Object &objectTemplate, int materialIndex, objectparams_t *pParams, bool isStatic )
|
||||
{
|
||||
objectTemplate.mass = pParams->mass;
|
||||
objectTemplate.mass = clamp( objectTemplate.mass, VPHYSICS_MIN_MASS, VPHYSICS_MAX_MASS );
|
||||
objectTemplate.mass = clamp( pParams->mass, VPHYSICS_MIN_MASS, VPHYSICS_MAX_MASS );
|
||||
|
||||
if ( materialIndex >= 0 )
|
||||
{
|
||||
@ -1495,8 +1501,8 @@ static void InitObjectTemplate( IVP_Template_Real_Object &objectTemplate, int ma
|
||||
if ( inertia <= 0 )
|
||||
inertia = 1.0;
|
||||
|
||||
if ( inertia > 1e18f )
|
||||
inertia = 1e18f;
|
||||
if ( inertia > 1e14f )
|
||||
inertia = 1e14f;
|
||||
|
||||
objectTemplate.rot_inertia.set(inertia, inertia, inertia);
|
||||
objectTemplate.rot_speed_damp_factor.set(pParams->rotdamping, pParams->rotdamping, pParams->rotdamping);
|
||||
|
@ -1052,7 +1052,7 @@ void CShadowController::AttachObject( void )
|
||||
|
||||
if ( !m_allowsRotation )
|
||||
{
|
||||
IVP_U_Float_Point ri( 1e15f, 1e15f, 1e15f );
|
||||
IVP_U_Float_Point ri( 1e14f, 1e14f, 1e14f );
|
||||
pCore->set_rotation_inertia( &ri );
|
||||
}
|
||||
if ( !m_allowsTranslation )
|
||||
|
@ -174,7 +174,13 @@ void CVPhysicsParse::ParseSolid( solid_t *pSolid, IVPhysicsKeyHandler *unknownKe
|
||||
}
|
||||
else if ( !Q_stricmp( key, "inertia" ) )
|
||||
{
|
||||
pSolid->params.inertia = atof(value);
|
||||
float inertia = atof(value);
|
||||
if( inertia > 1e14f )
|
||||
pSolid->params.inertia = 1e14f;
|
||||
else if( inertia <= 0 )
|
||||
pSolid->params.inertia = 1.f;
|
||||
else
|
||||
pSolid->params.inertia = inertia;
|
||||
}
|
||||
else if ( !Q_stricmp( key, "damping" ) )
|
||||
{
|
||||
@ -468,7 +474,13 @@ void CVPhysicsParse::ParseVehicleWheel( vehicle_wheelparams_t &wheel )
|
||||
}
|
||||
else if ( !Q_stricmp( key, "inertia" ) )
|
||||
{
|
||||
wheel.inertia = atof( value );
|
||||
float inertia = atof(value);
|
||||
if( inertia > 1e14f )
|
||||
wheel.inertia = 1e14f;
|
||||
else if( inertia <= 0 )
|
||||
wheel.inertia = 1.f;
|
||||
else
|
||||
wheel.inertia = inertia;
|
||||
}
|
||||
else if ( !Q_stricmp( key, "damping" ) )
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user