Gravity: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
No edit summary
Line 1: Line 1:
'''Gravity''' in Source is measured in [[unit]]s/second<sup>2</sup>. The value is defined by '''<code>sv_gravity</code>''', which defaults to 600 in Half-Life 2 (and episodes) and 800 in Valve's other games.
'''Gravity''' in Source is measured in [[unit]]s/second<sup>2</sup>. The value is defined by '''<code>sv_gravity</code>''', which defaults to 600 in Half-Life 2 (and episodes) and 800 in Valve's other games.


== C++ ==
== C++ functions ==


* '''<code>physenv->SetGravity([[Vector]] &gravityVector)</code>''' defines gravity for the [[VPhysics]] environment, and can be changed at any time. {{note|Z should be ''negative'' for downward pull.}} {{tip|Physics objects will sleep on the 'floor' no matter which direction it is in. However, they will ''not'' wake simply if gravity changes.}}
=== [[VPhysics]] ===
* <code>sv_gravity</code> is used by '''<code>CGameMovement::AddGravity()</code>''' to define gravity on players ({{todo|and NPCs?}}).
 
; <code>void [[physenv]]->SetGravity([[Vector]] &gravityVector)</code>
: Sets the direction and strength of gravity for the VPhysics environment, which can be changed at any time. Physics objects will sleep on the 'floor' no matter which direction it is in, but they will ''not'' wake of their own accord if gravity changes. (<code>physenv</code> is global) {{tip|Z should be ''negative'' for downward pull.}} {{note|Changes must be manually networked to the client.}}  
:{{todo|Is there a way to set gravity on individual objects?}}
; <code>void [[IPhysicsObject]]::EnableGravity([[bool]] enable)</code>
: Zero gravity. The object will tumble through the air if pushed.
 
=== [[QPhysics]] ===
 
; <code>void CBaseEntity::PhysicsAddGravityMove([[Vector]] &move)</code>
: Use <code>sv_gravity</code> to add gravity to QPhysics entities ({{todo|including NPCs?}}).
; <code>void CGameMovement::AddGravity()</code>
: As above, but for players.
;<code>void CBaseEntity::SetGravity([[float]] gravity)</code>
: Sets a per-entity multiplier for QPhysics gravity. Default is 0, which should be considered 1. {{tip|The Hammer keyvalue ''gravity'' can be used to add a gravity multiplier to individual QPhysics entities (which more or less means NPCs these days) without any new code. It isn't in the [[FGD]] so turn off SmartEdit and add it manually.}}
; <code>float GetActualGravity()</code>
: Helper that returns (world gravity) * (entity gravity).
 
== See also ==
 
* [[trigger_gravity]]


[[Category:Glossary]]
[[Category:Glossary]]
[[Category:Programming]]
[[Category:Programming]]

Revision as of 15:45, 12 June 2009

Gravity in Source is measured in units/second2. The value is defined by sv_gravity, which defaults to 600 in Half-Life 2 (and episodes) and 800 in Valve's other games.

C++ functions

VPhysics

void physenv->SetGravity(Vector &gravityVector)
Sets the direction and strength of gravity for the VPhysics environment, which can be changed at any time. Physics objects will sleep on the 'floor' no matter which direction it is in, but they will not wake of their own accord if gravity changes. (physenv is global)
Tip.pngTip:Z should be negative for downward pull.
Note.pngNote:Changes must be manually networked to the client.
Todo: Is there a way to set gravity on individual objects?
void IPhysicsObject::EnableGravity(bool enable)
Zero gravity. The object will tumble through the air if pushed.

QPhysics

void CBaseEntity::PhysicsAddGravityMove(Vector &move)
Use sv_gravity to add gravity to QPhysics entities (
Todo: including NPCs?
).
void CGameMovement::AddGravity()
As above, but for players.
void CBaseEntity::SetGravity(float gravity)
Sets a per-entity multiplier for QPhysics gravity. Default is 0, which should be considered 1.
Tip.pngTip:The Hammer keyvalue gravity can be used to add a gravity multiplier to individual QPhysics entities (which more or less means NPCs these days) without any new code. It isn't in the FGD so turn off SmartEdit and add it manually.
float GetActualGravity()
Helper that returns (world gravity) * (entity gravity).

See also