wiremod-svn-archive/wire/lua/weapons/gmod_tool/stools/wire_winch.lua
2008-06-14 00:55:20 +00:00

371 lines
10 KiB
Lua

TOOL.Category = "Wire - Physics"
TOOL.Name = "Winch"
TOOL.Command = nil
TOOL.ConfigName = ""
TOOL.ClientConVar[ "material" ] = "cable/rope"
TOOL.ClientConVar[ "width" ] = "3"
TOOL.ClientConVar[ "fwd_speed" ] = "64"
TOOL.ClientConVar[ "bwd_speed" ] = "64"
if CLIENT then
language.Add( "Tool_wire_winch_name", "Winch Tool (Wire)" )
language.Add( "Tool_wire_winch_desc", "Makes a controllable winch" )
language.Add( "Tool_wire_winch_0", "Primary: Place winch\nSecondary: Place winch along the hit normal" )
language.Add( "Tool_wire_winch_1", "Left click on the second point" )
language.Add( "Tool_wire_winch_2", "Left click to place the controller" )
language.Add( "WireWinchTool_width", "Width:" )
language.Add( "WireWinchTool_material", "Material:" )
language.Add( "WireWinchTool_fixed", "Fixed:" )
language.Add( "undone_wirewinch", "Undone Wire Winch" )
end
function TOOL:LeftClick( trace )
if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then return 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 iNum = self:NumObjects()
local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone )
self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal )
if ( iNum > 1 ) then
if ( CLIENT ) then
self:ClearObjects()
return true
end
local ply = self:GetOwner()
local Ent1, Ent2, Ent3 = self:GetEnt(1), self:GetEnt(2), trace.Entity
local const, rope = self.constraint, self.rope
if ( !const ) or ( !const:IsValid() ) then
self:GetOwner():SendLua( "GAMEMODE:AddNotify('Wire Winch Invalid!', NOTIFY_GENERIC, 7);" )
self:ClearObjects()
self:SetStage(0)
return
end
// Attach our Controller to the Elastic constraint
local Ang = trace.HitNormal:Angle()
Ang.pitch = Ang.pitch + 90
local controller = MakeWireWinchController(ply, trace.HitPos, Ang, nil, const, rope)
local min = controller:OBBMins()
controller:SetPos( trace.HitPos - trace.HitNormal * min.z )
local const2 = WireLib.Weld(controller, trace.Entity, trace.PhysicsBone, true)
undo.Create("WireWinch")
undo.AddEntity( controller )
undo.AddEntity( const )
undo.AddEntity( rope )
undo.AddEntity( const2 )
undo.SetPlayer( ply )
undo.Finish()
ply:AddCleanup( "ropeconstraints", controller )
ply:AddCleanup( "ropeconstraints", const2 )
if const then controller:DeleteOnRemove( const ) end
if rope then controller:DeleteOnRemove( rope ) end
self:ClearObjects()
self:SetStage(0)
elseif ( iNum == 1 ) then
if ( CLIENT ) then
return true
end
// Get client's CVars
local material = self:GetClientInfo( "material" ) or "cable/rope"
local width = self:GetClientNumber( "width" ) or 3
local fwd_speed = self:GetClientNumber( "fwd_speed" ) or 64
local bwd_speed = self:GetClientNumber( "bwd_speed" ) or 64
// Get information we're about to use
local Ent1, Ent2 = self:GetEnt(1), self:GetEnt(2)
local Bone1, Bone2 = self:GetBone(1), self:GetBone(2)
local LPos1, LPos2 = self:GetLocalPos(1),self:GetLocalPos(2)
local const,rope = MakeWireWinch( self:GetOwner(), Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, width, fwd_speed, bwd_speed, material )
self.constraint, self.rope = const,rope
undo.Create("WireWinch")
if constraint then undo.AddEntity( const ) end
if rope then undo.AddEntity( rope ) end
undo.SetPlayer( self:GetOwner() )
undo.Finish()
if const then self:GetOwner():AddCleanup( "ropeconstraints", const ) end
if rope then self:GetOwner():AddCleanup( "ropeconstraints", rope ) end
self:SetStage(2)
else
self:SetStage( iNum+1 )
end
return true
end
function TOOL:RightClick( trace )
local iNum = self:NumObjects()
if ( iNum > 1 ) then
if ( !self.constraint ) or ( !self.constraint:IsValid() ) then
self:ClearObjects()
self:SetStage(0)
else
return false
end
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( 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal )
local tr = {}
tr.start = trace.HitPos
tr.endpos = tr.start + (trace.HitNormal * 16384)
tr.filter = {}
tr.filter[1] = self:GetOwner()
if (trace.Entity:IsValid()) then
tr.filter[2] = trace.Entity
end
local tr = util.TraceLine( tr )
if ( !tr.Hit ) then
self:ClearObjects()
return
end
// Don't try to constrain world to world
if ( trace.HitWorld && tr.HitWorld ) then
self:ClearObjects()
return
end
if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then
self:ClearObjects()
return
end
if ( tr.Entity:IsValid() && tr.Entity:IsPlayer() ) then
self:ClearObjects()
return
end
local Phys2 = tr.Entity:GetPhysicsObjectNum( tr.PhysicsBone )
self:SetObject( 2, tr.Entity, tr.HitPos, Phys2, tr.PhysicsBone, trace.HitNormal )
if ( CLIENT ) then
return true
end
// Get client's CVars
local material = self:GetClientInfo( "material" ) or "cable/rope"
local width = self:GetClientNumber( "width" ) or 3
local fwd_speed = self:GetClientNumber( "fwd_speed" ) or 64
local bwd_speed = self:GetClientNumber( "bwd_speed" ) or 64
// Get information we're about to use
local Ent1, Ent2 = self:GetEnt(1), self:GetEnt(2)
local Bone1, Bone2 = self:GetBone(1), self:GetBone(2)
local LPos1, LPos2 = self:GetLocalPos(1),self:GetLocalPos(2)
local const,rope = MakeWireWinch( self:GetOwner(), Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, width, fwd_speed, bwd_speed, material )
self.constraint, self.rope = const,rope
undo.Create("WireWinch")
if const then undo.AddEntity( const ) end
if rope then undo.AddEntity( rope ) end
if controller then undo.AddEntity( controller ) end
undo.SetPlayer( self:GetOwner() )
undo.Finish()
if constraint then self:GetOwner():AddCleanup( "ropeconstraints", const ) end
if rope then self:GetOwner():AddCleanup( "ropeconstraints", rope ) end
self:SetStage(2)
return true
end
if SERVER then
local function CalcElasticConsts(Phys1, Phys2, Ent1, Ent2)
local minMass = 0;
if ( Ent1:IsWorld() ) then minMass = Phys2:GetMass()
elseif ( Ent2:IsWorld() ) then minMass = Phys1:GetMass()
else
minMass = math.min( Phys1:GetMass(), Phys2:GetMass() )
end
// const, damp
local const = minMass * 100
local damp = const * 0.2
if ( iFixed == 0 ) then
const = minMass * 50
damp = const * 0.1
end
return const, damp
end
//need for the const to find the controler after being duplicator pasted
WireWinchTracking = {}
function MakeWireWinchController( pl, Pos, Ang, MyId, const, rope )
local controller = ents.Create("gmod_wire_winch_controller")
controller:SetPos( Pos )
controller:SetAngles( Ang )
controller:Setup()
controller:SetPlayer(pl)
controller:Spawn()
if (!const) then
WireWinchTracking[ MyId ] = controller
else
controller.MyId = controller:EntIndex()
const.MyCrtl = controller:EntIndex()
controller:SetConstraint( const )
controller:DeleteOnRemove( const )
end
if (rope) then
controller:SetRope( rope )
controller:DeleteOnRemove( rope )
end
return controller
end
duplicator.RegisterEntityClass("gmod_wire_winch_controller", MakeWireWinchController, "Pos", "Ang", "MyId")
function MakeWireWinch( pl, Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, width, fwd_speed, bwd_speed, material, MyCrtl )
if ( !constraint.CanConstrain( Ent1, Bone1 ) ) then return false end
if ( !constraint.CanConstrain( Ent2, Bone2 ) ) then return false end
local Phys1 = Ent1:GetPhysicsObjectNum( Bone1 )
local Phys2 = Ent2:GetPhysicsObjectNum( Bone2)
local WPos1 = Phys1:LocalToWorld( LPos1 )
local WPos2 = Phys2:LocalToWorld( LPos2 )
if ( Phys1 == Phys2 ) then return false end
local constant, dampen = CalcElasticConsts( Phys1, Phys2, Ent1, Ent2 )
local const, rope = constraint.Elastic( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, constant, dampen, 0, material, width, true )
if ( !const ) then return nil, rope end
local ctable =
{
Type = "WireWinch",
pl = pl,
Ent1 = Ent1,
Ent2 = Ent2,
Bone1 = Bone1,
Bone2 = Bone2,
LPos1 = LPos1,
LPos2 = LPos2,
width = width,
fwd_speed = fwd_speed,
bwd_speed = bwd_speed,
material = material
}
const:SetTable( ctable )
if (MyCrtl) then
Msg("finding crtl for this wired wnc const\n")
local controller = WireWinchTracking[ MyCrtl ]
const.MyCrtl = controller:EntIndex()
controller:SetConstraint( const )
controller:DeleteOnRemove( const )
if (rope) then
controller:SetRope( rope )
controller:DeleteOnRemove( rope )
end
Ent1:DeleteOnRemove( controller )
Ent2:DeleteOnRemove( controller )
const:DeleteOnRemove( controller )
end
return const, rope
end
duplicator.RegisterConstraint( "WireWinch", MakeWireWinch, "pl", "Ent1", "Ent2", "Bone1", "Bone2", "LPos1", "LPos2", "width", "fwd_speed", "bwd_speed", "material", "MyCrtl" )
end
function TOOL:Reload( trace )
if (!trace.Entity:IsValid() || trace.Entity:IsPlayer() ) then return false end
if ( CLIENT ) then return true end
local bool = constraint.RemoveConstraints( trace.Entity, "WireWinch" )
return bool
end
function TOOL.BuildCPanel(panel)
panel:AddControl("CheckBox", {
Label = "#WireWinchTool_fixed",
Command = "wire_winch_fixed"
})
panel:AddControl("Slider", {
Label = "#WireWinchTool_width",
Type = "Float",
Min = "1",
Max = "20",
Command = "wire_winch_width"
})
panel:AddControl("MaterialGallery", {
Label = "#WireWinchTool_material",
Height = "64",
Width = "28",
Rows = "1",
Stretch = "1",
Options = {
["Wire"] = { Material = "cable/rope_icon", wire_winch_material = "cable/rope" },
["Cable 2"] = { Material = "cable/cable_icon", wire_winch_material = "cable/cable2" },
["XBeam"] = { Material = "cable/xbeam", wire_winch_material = "cable/xbeam" },
["Red Laser"] = { Material = "cable/redlaser", wire_winch_material = "cable/redlaser" },
["Blue Electric"] = { Material = "cable/blue_elec", wire_winch_material = "cable/blue_elec" },
["Physics Beam"] = { Material = "cable/physbeam", wire_winch_material = "cable/physbeam" },
["Hydra"] = { Material = "cable/hydra", wire_winch_material = "cable/hydra" },
},
CVars = {
[0] = "wire_winch_material"
}
})
end