#define USEODE 1
#endif
+// recent ODE trunk has dWorldStepFast1 removed
+//#define ODE_USE_STEPFAST
+
#ifdef USEODE
cvar_t physics_ode_quadtree_depth = {0, "physics_ode_quadtree_depth","5", "desired subdivision level of quadtree culling space"};
cvar_t physics_ode_contactsurfacelayer = {0, "physics_ode_contactsurfacelayer","1", "allows objects to overlap this many units to reduce jitter"};
cvar_t physics_ode_world_damping_linear_threshold = {0, "physics_ode_world_damping_linear_threshold", "0.01", "world linear damping threshold (see ODE User Guide); use defaults when set to -1"};
cvar_t physics_ode_world_damping_angular = {0, "physics_ode_world_damping_angular", "0.005", "world angular damping scale (see ODE User Guide); use defaults when set to -1"};
cvar_t physics_ode_world_damping_angular_threshold = {0, "physics_ode_world_damping_angular_threshold", "0.01", "world angular damping threshold (see ODE User Guide); use defaults when set to -1"};
+cvar_t physics_ode_world_gravitymod = {0, "physics_ode_world_gravitymod", "1", "multiplies gravity got from sv_gravity, this may be needed to tweak if strong damping is used"};
cvar_t physics_ode_iterationsperframe = {0, "physics_ode_iterationsperframe", "1", "divisor for time step, runs multiple physics steps per frame"};
cvar_t physics_ode_constantstep = {0, "physics_ode_constantstep", "1", "use constant step (sys_ticrate value) instead of variable step which tends to increase stability"};
cvar_t physics_ode_autodisable = {0, "physics_ode_autodisable", "1", "automatic disabling of objects which dont move for long period of time, makes object stacking a lot faster"};
//dReal (ODE_API *dWorldGetContactMaxCorrectingVel)(dWorldID);
void (ODE_API *dWorldSetContactSurfaceLayer)(dWorldID, dReal depth);
//dReal (ODE_API *dWorldGetContactSurfaceLayer)(dWorldID);
+#ifdef ODE_USE_STEPFAST
void (ODE_API *dWorldStepFast1)(dWorldID, dReal stepsize, int maxiterations);
+#endif
//void (ODE_API *dWorldSetAutoEnableDepthSF1)(dWorldID, int autoEnableDepth);
//int (ODE_API *dWorldGetAutoEnableDepthSF1)(dWorldID);
//dReal (ODE_API *dWorldGetAutoDisableLinearThreshold)(dWorldID);
//void (ODE_API *dBodyAddForce)(dBodyID, dReal fx, dReal fy, dReal fz);
//void (ODE_API *dBodyAddTorque)(dBodyID, dReal fx, dReal fy, dReal fz);
//void (ODE_API *dBodyAddRelForce)(dBodyID, dReal fx, dReal fy, dReal fz);
-//void (ODE_API *dBodyAddRelTorque)(dBodyID, dReal fx, dReal fy, dReal fz);
+void (ODE_API *dBodyAddRelTorque)(dBodyID, dReal fx, dReal fy, dReal fz);
//void (ODE_API *dBodyAddForceAtPos)(dBodyID, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
-//void (ODE_API *dBodyAddForceAtRelPos)(dBodyID, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
+void (ODE_API *dBodyAddForceAtRelPos)(dBodyID, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
//void (ODE_API *dBodyAddRelForceAtPos)(dBodyID, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
//void (ODE_API *dBodyAddRelForceAtRelPos)(dBodyID, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
//const dReal * (ODE_API *dBodyGetForce)(dBodyID);
//void (ODE_API *dBodySetDynamic)(dBodyID);
//void (ODE_API *dBodySetKinematic)(dBodyID);
//int (ODE_API *dBodyIsKinematic)(dBodyID);
-//void (ODE_API *dBodyEnable)(dBodyID);
-//void (ODE_API *dBodyDisable)(dBodyID);
+void (ODE_API *dBodyEnable)(dBodyID);
+void (ODE_API *dBodyDisable)(dBodyID);
int (ODE_API *dBodyIsEnabled)(dBodyID);
void (ODE_API *dBodySetGravityMode)(dBodyID b, int mode);
int (ODE_API *dBodyGetGravityMode)(dBodyID b);
// {"dWorldGetContactMaxCorrectingVel", (void **) &dWorldGetContactMaxCorrectingVel},
{"dWorldSetContactSurfaceLayer", (void **) &dWorldSetContactSurfaceLayer},
// {"dWorldGetContactSurfaceLayer", (void **) &dWorldGetContactSurfaceLayer},
+#ifdef ODE_USE_STEPFAST
{"dWorldStepFast1", (void **) &dWorldStepFast1},
+#endif
// {"dWorldSetAutoEnableDepthSF1", (void **) &dWorldSetAutoEnableDepthSF1},
// {"dWorldGetAutoEnableDepthSF1", (void **) &dWorldGetAutoEnableDepthSF1},
// {"dWorldGetAutoDisableLinearThreshold", (void **) &dWorldGetAutoDisableLinearThreshold},
// {"dBodyAddForce", (void **) &dBodyAddForce},
// {"dBodyAddTorque", (void **) &dBodyAddTorque},
// {"dBodyAddRelForce", (void **) &dBodyAddRelForce},
-// {"dBodyAddRelTorque", (void **) &dBodyAddRelTorque},
+ {"dBodyAddRelTorque", (void **) &dBodyAddRelTorque},
// {"dBodyAddForceAtPos", (void **) &dBodyAddForceAtPos},
-// {"dBodyAddForceAtRelPos", (void **) &dBodyAddForceAtRelPos},
+ {"dBodyAddForceAtRelPos", (void **) &dBodyAddForceAtRelPos},
// {"dBodyAddRelForceAtPos", (void **) &dBodyAddRelForceAtPos},
// {"dBodyAddRelForceAtRelPos", (void **) &dBodyAddRelForceAtRelPos},
// {"dBodyGetForce", (void **) &dBodyGetForce},
// {"dBodySetDynamic", (void **) &dBodySetDynamic},
// {"dBodySetKinematic", (void **) &dBodySetKinematic},
// {"dBodyIsKinematic", (void **) &dBodyIsKinematic},
-// {"dBodyEnable", (void **) &dBodyEnable},
-// {"dBodyDisable", (void **) &dBodyDisable},
+ {"dBodyEnable", (void **) &dBodyEnable},
+ {"dBodyDisable", (void **) &dBodyDisable},
{"dBodyIsEnabled", (void **) &dBodyIsEnabled},
{"dBodySetGravityMode", (void **) &dBodySetGravityMode},
{"dBodyGetGravityMode", (void **) &dBodyGetGravityMode},
Cvar_RegisterVariable(&physics_ode_world_damping_linear_threshold);
Cvar_RegisterVariable(&physics_ode_world_damping_angular);
Cvar_RegisterVariable(&physics_ode_world_damping_angular_threshold);
+ Cvar_RegisterVariable(&physics_ode_world_gravitymod);
Cvar_RegisterVariable(&physics_ode_iterationsperframe);
Cvar_RegisterVariable(&physics_ode_constantstep);
Cvar_RegisterVariable(&physics_ode_movelimit);
void World_Physics_RemoveFromEntity(world_t *world, prvm_edict_t *ed)
{
+ edict_odefunc_t *f, *nf;
+
// entity is not physics controlled, free any physics data
ed->priv.server->ode_physics = false;
#ifdef USEODE
if(ed->priv.server->ode_massbuf)
Mem_Free(ed->priv.server->ode_massbuf);
ed->priv.server->ode_massbuf = NULL;
+ // clear functions stack
+ for(f = ed->priv.server->ode_func; f; f = nf)
+ {
+ nf = f->next;
+ Mem_Free(f);
+ }
+ ed->priv.server->ode_func = NULL;
+}
+
+void World_Physics_ApplyCmd(prvm_edict_t *ed, edict_odefunc_t *f)
+{
+ dBodyID body = (dBodyID)ed->priv.server->ode_body;
+
+#ifdef USEODE
+ switch(f->type)
+ {
+ case ODEFUNC_ENABLE:
+ dBodyEnable(body);
+ break;
+ case ODEFUNC_DISABLE:
+ dBodyDisable(body);
+ break;
+ case ODEFUNC_RELFORCEATPOS:
+ dBodyEnable(body);
+ dBodyAddForceAtRelPos(body, f->v1[0], f->v1[1], f->v1[2], f->v2[0], f->v2[1], f->v2[2]);
+ break;
+ case ODEFUNC_RELTORQUE:
+ dBodyEnable(body);
+ dBodyAddRelTorque(body, f->v1[0], f->v1[1], f->v1[2]);
+ break;
+ default:
+ break;
+ }
+#endif
}
#ifdef USEODE
int movetype;
matrix4x4_t bodymatrix;
matrix4x4_t entitymatrix;
- prvm_eval_t *val;
vec3_t angles;
vec3_t avelocity;
vec3_t forward, left, up;
int jointtype;
if (!body)
return;
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.movetype);
- movetype = (int)val->_float;
+ movetype = (int)PRVM_gameedictfloat(ed, movetype);
if (movetype != MOVETYPE_PHYSICS)
{
- jointtype = 0;val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.jointtype);if (val) jointtype = (int)val->_float;
+ jointtype = (int)PRVM_gameedictfloat(ed, jointtype);
switch(jointtype)
{
// TODO feed back data from physics
avelocity[PITCH] *= pitchsign;
}
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.origin);if (val) VectorCopy(origin, val->vector);
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.velocity);if (val) VectorCopy(velocity, val->vector);
- //val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.axis_forward);if (val) VectorCopy(forward, val->vector);
- //val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.axis_left);if (val) VectorCopy(left, val->vector);
- //val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.axis_up);if (val) VectorCopy(up, val->vector);
- //val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.spinvelocity);if (val) VectorCopy(spinvelocity, val->vector);
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.angles);if (val) VectorCopy(angles, val->vector);
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.avelocity);if (val) VectorCopy(avelocity, val->vector);
+ VectorCopy(origin, PRVM_gameedictvector(ed, origin));
+ VectorCopy(velocity, PRVM_gameedictvector(ed, velocity));
+ //VectorCopy(forward, PRVM_gameedictvector(ed, axis_forward));
+ //VectorCopy(left, PRVM_gameedictvector(ed, axis_left));
+ //VectorCopy(up, PRVM_gameedictvector(ed, axis_up));
+ //VectorCopy(spinvelocity, PRVM_gameedictvector(ed, spinvelocity));
+ VectorCopy(angles, PRVM_gameedictvector(ed, angles));
+ VectorCopy(avelocity, PRVM_gameedictvector(ed, avelocity));
// values for BodyFromEntity to check if the qc modified anything later
VectorCopy(origin, ed->priv.server->ode_origin);
int enemy = 0, aiment = 0;
vec3_t origin, velocity, angles, forward, left, up, movedir;
vec_t CFM, ERP, FMax, Stop, Vel;
- prvm_eval_t *val;
VectorClear(origin);
VectorClear(velocity);
VectorClear(angles);
VectorClear(movedir);
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.movetype);if (val) movetype = (int)val->_float;
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.jointtype);if (val) jointtype = (int)val->_float;
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.enemy);if (val) enemy = val->_int;
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.aiment);if (val) aiment = val->_int;
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.origin);if (val) VectorCopy(val->vector, origin);
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.velocity);if (val) VectorCopy(val->vector, velocity);
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.angles);if (val) VectorCopy(val->vector, angles);
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.movedir);if (val) VectorCopy(val->vector, movedir);
+ movetype = (int)PRVM_gameedictfloat(ed, movetype);
+ jointtype = (int)PRVM_gameedictfloat(ed, jointtype);
+ enemy = PRVM_gameedictedict(ed, enemy);
+ aiment = PRVM_gameedictedict(ed, aiment);
+ VectorCopy(PRVM_gameedictvector(ed, origin), origin);
+ VectorCopy(PRVM_gameedictvector(ed, velocity), velocity);
+ VectorCopy(PRVM_gameedictvector(ed, angles), angles);
+ VectorCopy(PRVM_gameedictvector(ed, movedir), movedir);
if(movetype == MOVETYPE_PHYSICS)
jointtype = 0; // can't have both
if(enemy <= 0 || enemy >= prog->num_edicts || prog->edicts[enemy].priv.required->free || prog->edicts[enemy].priv.server->ode_body == 0)
dBodyID body = (dBodyID)ed->priv.server->ode_body;
dMass mass;
dReal test;
+ const dReal *ovelocity, *ospinvelocity;
void *dataID;
dVector3 capsulerot[3];
dp_model_t *model;
int triangleindex;
int vertexindex;
mempool_t *mempool;
- prvm_eval_t *val;
qboolean modified = false;
vec3_t angles;
vec3_t avelocity;
vec_t scale = 1.0f;
vec_t spinlimit;
qboolean gravity;
+ edict_odefunc_t *func, *nextf;
+
#ifdef ODE_DYNAMIC
if (!ode_dll)
return;
#endif
VectorClear(entmins);
VectorClear(entmaxs);
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.solid);if (val) solid = (int)val->_float;
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.movetype);if (val) movetype = (int)val->_float;
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.scale);if (val && val->_float) scale = val->_float;
+ solid = (int)PRVM_gameedictfloat(ed, solid);
+ movetype = (int)PRVM_gameedictfloat(ed, movetype);
+ scale = PRVM_gameedictfloat(ed, scale);if (!scale) scale = 1.0f;
modelindex = 0;
if (world == &sv.world)
mempool = sv_mempool;
switch(solid)
{
case SOLID_BSP:
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.modelindex);
- if (val)
- modelindex = (int)val->_float;
+ case SOLID_PHYSICS_TRIMESH:
+ modelindex = (int)PRVM_gameedictfloat(ed, modelindex);
if (world == &sv.world)
model = SV_GetModelByIndex(modelindex);
else if (world == &cl.world)
{
VectorScale(model->normalmins, scale, entmins);
VectorScale(model->normalmaxs, scale, entmaxs);
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.mass);if (val) massval = val->_float;
+ massval = PRVM_gameedictfloat(ed, mass);
}
else
{
case SOLID_PHYSICS_BOX:
case SOLID_PHYSICS_SPHERE:
case SOLID_PHYSICS_CAPSULE:
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.mins);if (val) VectorCopy(val->vector, entmins);
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.maxs);if (val) VectorCopy(val->vector, entmaxs);
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.mass);if (val) massval = val->_float;
+ VectorCopy(PRVM_gameedictvector(ed, mins), entmins);
+ VectorCopy(PRVM_gameedictvector(ed, maxs), entmaxs);
+ massval = PRVM_gameedictfloat(ed, mass);
break;
default:
if (ed->priv.server->ode_physics)
if (massval * geomsize[0] * geomsize[1] * geomsize[2] == 0)
{
if (movetype == MOVETYPE_PHYSICS)
- Con_Printf("entity %i (classname %s) .mass * .size_x * .size_y * .size_z == 0\n", PRVM_NUM_FOR_EDICT(ed), PRVM_GetString(PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.classname)->string));
+ Con_Printf("entity %i (classname %s) .mass * .size_x * .size_y * .size_z == 0\n", PRVM_NUM_FOR_EDICT(ed), PRVM_GetString(PRVM_gameedictstring(ed, classname)));
massval = 1.0f;
VectorSet(geomsize, 1.0f, 1.0f, 1.0f);
}
switch(solid)
{
case SOLID_BSP:
+ case SOLID_PHYSICS_TRIMESH:
ed->priv.server->ode_offsetmatrix = identitymatrix;
if (!model)
{
- Con_Printf("entity %i (classname %s) has no model\n", PRVM_NUM_FOR_EDICT(ed), PRVM_GetString(PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.classname)->string));
+ Con_Printf("entity %i (classname %s) has no model\n", PRVM_NUM_FOR_EDICT(ed), PRVM_GetString(PRVM_gameedictstring(ed, classname)));
goto treatasbox;
}
// add an optimized mesh to the model containing only the SUPERCONTENTS_SOLID surfaces
Mod_CreateCollisionMesh(model);
if (!model->brush.collisionmesh || !model->brush.collisionmesh->numtriangles)
{
- Con_Printf("entity %i (classname %s) has no geometry\n", PRVM_NUM_FOR_EDICT(ed), PRVM_GetString(PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.classname)->string));
+ Con_Printf("entity %i (classname %s) has no geometry\n", PRVM_NUM_FOR_EDICT(ed), PRVM_GetString(PRVM_gameedictstring(ed, classname)));
goto treatasbox;
}
// ODE requires persistent mesh storage, so we need to copy out
VectorClear(angles);
VectorClear(avelocity);
gravity = true;
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.origin);if (val) VectorCopy(val->vector, origin);
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.velocity);if (val) VectorCopy(val->vector, velocity);
- //val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.axis_forward);if (val) VectorCopy(val->vector, forward);
- //val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.axis_left);if (val) VectorCopy(val->vector, left);
- //val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.axis_up);if (val) VectorCopy(val->vector, up);
- //val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.spinvelocity);if (val) VectorCopy(val->vector, spinvelocity);
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.angles);if (val) VectorCopy(val->vector, angles);
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.avelocity);if (val) VectorCopy(val->vector, avelocity);
- val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.gravity);if (val) { if(val->_float != 0.0f && val->_float < 0.5f) gravity = false; }
- if(ed == prog->edicts)
+ VectorCopy(PRVM_gameedictvector(ed, origin), origin);
+ VectorCopy(PRVM_gameedictvector(ed, velocity), velocity);
+ //VectorCopy(PRVM_gameedictvector(ed, axis_forward), forward);
+ //VectorCopy(PRVM_gameedictvector(ed, axis_left), left);
+ //VectorCopy(PRVM_gameedictvector(ed, axis_up), up);
+ //VectorCopy(PRVM_gameedictvector(ed, spinvelocity), spinvelocity);
+ VectorCopy(PRVM_gameedictvector(ed, angles), angles);
+ VectorCopy(PRVM_gameedictvector(ed, avelocity), avelocity);
+ if (PRVM_gameedictfloat(ed, gravity) != 0.0f && PRVM_gameedictfloat(ed, gravity) < 0.5f) gravity = false;
+ if (ed == prog->edicts)
gravity = false;
// compatibility for legacy entities
if (IS_NAN(test))
{
modified = true;
- //Con_Printf("Fixing NAN values on entity %i : .classname = \"%s\" .origin = '%f %f %f' .velocity = '%f %f %f' .axis_forward = '%f %f %f' .axis_left = '%f %f %f' .axis_up = %f %f %f' .spinvelocity = '%f %f %f'\n", PRVM_NUM_FOR_EDICT(ed), PRVM_GetString(PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.classname)->string), origin[0], origin[1], origin[2], velocity[0], velocity[1], velocity[2], forward[0], forward[1], forward[2], left[0], left[1], left[2], up[0], up[1], up[2], spinvelocity[0], spinvelocity[1], spinvelocity[2]);
+ //Con_Printf("Fixing NAN values on entity %i : .classname = \"%s\" .origin = '%f %f %f' .velocity = '%f %f %f' .axis_forward = '%f %f %f' .axis_left = '%f %f %f' .axis_up = %f %f %f' .spinvelocity = '%f %f %f'\n", PRVM_NUM_FOR_EDICT(ed), PRVM_GetString(PRVM_gameedictstring(ed, classname)), origin[0], origin[1], origin[2], velocity[0], velocity[1], velocity[2], forward[0], forward[1], forward[2], left[0], left[1], left[2], up[0], up[1], up[2], spinvelocity[0], spinvelocity[1], spinvelocity[2]);
if (physics_ode_trick_fixnan.integer >= 2)
- Con_Printf("Fixing NAN values on entity %i : .classname = \"%s\" .origin = '%f %f %f' .velocity = '%f %f %f' .angles = '%f %f %f' .avelocity = '%f %f %f'\n", PRVM_NUM_FOR_EDICT(ed), PRVM_GetString(PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.classname)->string), origin[0], origin[1], origin[2], velocity[0], velocity[1], velocity[2], angles[0], angles[1], angles[2], avelocity[0], avelocity[1], avelocity[2]);
+ Con_Printf("Fixing NAN values on entity %i : .classname = \"%s\" .origin = '%f %f %f' .velocity = '%f %f %f' .angles = '%f %f %f' .avelocity = '%f %f %f'\n", PRVM_NUM_FOR_EDICT(ed), PRVM_GetString(PRVM_gameedictstring(ed, classname)), origin[0], origin[1], origin[2], velocity[0], velocity[1], velocity[2], angles[0], angles[1], angles[2], avelocity[0], avelocity[1], avelocity[2]);
test = VectorLength2(origin);
if (IS_NAN(test))
VectorClear(origin);
if(body)
{
+
// limit movement speed to prevent missed collisions at high speed
- const dReal *ovelocity = dBodyGetLinearVel(body);
- const dReal *ospinvelocity = dBodyGetAngularVel(body);
+ ovelocity = dBodyGetLinearVel(body);
+ ospinvelocity = dBodyGetAngularVel(body);
movelimit = ed->priv.server->ode_movelimit * world->physics.ode_movelimit;
test = VectorLength2(ovelocity);
if (test > movelimit*movelimit)
{
dBodySetAngularVel(body, 0, 0, 0);
}
+
+ // apply functions and clear stack
+ for(func = ed->priv.server->ode_func; func; func = nextf)
+ {
+ nextf = func->next;
+ World_Physics_ApplyCmd(ed, func);
+ Mem_Free(func);
+ }
+ ed->priv.server->ode_func = NULL;
}
}
dJointID c;
int i;
int numcontacts;
- prvm_eval_t *val;
float bouncefactor1 = 0.0f;
float bouncestop1 = 60.0f / 800.0f;
float bouncefactor2 = 0.0f;
ed1 = NULL;
if(ed1)
{
- val = PRVM_EDICTFIELDVALUE(ed1, prog->fieldoffsets.bouncefactor);
- if (val!=0 && val->_float)
- bouncefactor1 = val->_float;
-
- val = PRVM_EDICTFIELDVALUE(ed1, prog->fieldoffsets.bouncestop);
- if (val!=0 && val->_float)
- bouncestop1 = val->_float;
+ bouncefactor1 = PRVM_gameedictfloat(ed1, bouncefactor);
+ bouncestop1 = PRVM_gameedictfloat(ed1, bouncestop);
+ if (!bouncestop1)
+ bouncestop1 = 60.0f / 800.0f;
}
ed2 = (prvm_edict_t *) dGeomGetData(o2);
ed2 = NULL;
if(ed2)
{
- val = PRVM_EDICTFIELDVALUE(ed2, prog->fieldoffsets.bouncefactor);
- if (val!=0 && val->_float)
- bouncefactor2 = val->_float;
-
- val = PRVM_EDICTFIELDVALUE(ed2, prog->fieldoffsets.bouncestop);
- if (val!=0 && val->_float)
- bouncestop2 = val->_float;
+ bouncefactor2 = PRVM_gameedictfloat(ed2, bouncefactor);
+ bouncestop2 = PRVM_gameedictfloat(ed2, bouncestop);
+ if (!bouncestop2)
+ bouncestop2 = 60.0f / 800.0f;
}
if(!strcmp(prog->name, "server"))
{
- if(ed1 && ed1->fields.server->touch)
+ if(ed1 && PRVM_serveredictfunction(ed1, touch))
{
SV_LinkEdict_TouchAreaGrid_Call(ed1, ed2 ? ed2 : prog->edicts);
}
- if(ed2 && ed2->fields.server->touch)
+ if(ed2 && PRVM_serveredictfunction(ed2, touch))
{
SV_LinkEdict_TouchAreaGrid_Call(ed2, ed1 ? ed1 : prog->edicts);
}
for (i = 0;i < world->physics.ode_iterations;i++)
{
// set the gravity
- dWorldSetGravity((dWorldID)world->physics.ode_world, 0, 0, -gravity);
+ dWorldSetGravity((dWorldID)world->physics.ode_world, 0, 0, -gravity * physics_ode_world_gravitymod.value);
// set the tolerance for closeness of objects
dWorldSetContactSurfaceLayer((dWorldID)world->physics.ode_world, max(0, physics_ode_contactsurfacelayer.value));
dWorldSetQuickStepNumIterations((dWorldID)world->physics.ode_world, bound(1, physics_ode_worldstep_iterations.integer, 200));
dWorldQuickStep((dWorldID)world->physics.ode_world, world->physics.ode_step);
}
+#ifdef ODE_USE_STEPFAST
else if (physics_ode_worldstep.integer == 1)
dWorldStepFast1((dWorldID)world->physics.ode_world, world->physics.ode_step, bound(1, physics_ode_worldstep_iterations.integer, 200));
+#endif
else
dWorldStep((dWorldID)world->physics.ode_world, world->physics.ode_step);