Prop sphere

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Revision as of 19:46, 20 May 2018 by Pinsplash (talk | contribs) (removed a sentence for being completely false. also wondering if the entire TIP is necessary.)
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Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.

Template:Point ent It is not in any of Valve's FGDs, however.

It is essentially a prop_physics with a perfectly spherical VPhysics collision model. If you want to create an spherical entity, it is far more efficient to use prop_sphere than try to create a spherical collision mesh!

Tip.pngTip:The only spherical model in Half-Life 2 is models\combine_helicopter\helicopter_bomb01.mdl.
Icon-Bug.pngBug:The collision mesh will not be visible with the vcollide_wireframe 1 command.  [todo tested in ?]

Stock FGD

If you don't intend to make any changes to the entity's C++ code, use this:

@PointClass base(BasePropPhysics, RenderFields) studioprop() = prop_sphere : "Creates a perfect sphere."
[
]

Extending prop_sphere

The following simple addition to CPhysSphere:

  • Allows level designers to configure the collision model's radius
  • Fully applies the prop_data and $surfaceprop of the chosen model.

C++

Open \server\props.cpp and replace the existing CPhysSphere with this:

class CPhysSphere : public CPhysicsProp
{
	DECLARE_CLASS( CPhysSphere, CPhysicsProp );
	DECLARE_DATADESC();
public:

	float m_fRadius;

	bool CreateVPhysics()
	{
		SetSolid( SOLID_BBOX );
		SetCollisionBounds( -Vector(m_fRadius), Vector(m_fRadius) );
		objectparams_t params = g_PhysDefaultObjectParams;
		params.pGameData = static_cast<void *>(this);
		IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( m_fRadius, GetModelPtr()->GetRenderHdr()->textureindex, GetAbsOrigin(), GetAbsAngles(), &params, false );

		if ( pPhysicsObject )
		{
			VPhysicsSetObject( pPhysicsObject );
			SetMoveType( MOVETYPE_VPHYSICS );
			pPhysicsObject->Wake();
		}
	
		return true;
	}
};

LINK_ENTITY_TO_CLASS( prop_sphere, CPhysSphere );

BEGIN_DATADESC( CPhysSphere )
	DEFINE_KEYFIELD( m_fRadius, FIELD_FLOAT, "radius"),
END_DATADESC()

Extended FGD

@PointClass base(BasePropPhysics, RenderFields) studioprop() sphere(radius) = prop_sphere : "Creates a perfect sphere."
[
	radius(float) : "Radius" : 12 : ""
]

Stock Keyvalues

Note.pngNote:Page left for viewable history, content moved to prop_physics

RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.

Stock Flags

Note.pngNote:Page left for viewable history, content moved to prop_physics

Stock Inputs

Note.pngNote:Page left for viewable history, content moved to prop_physics

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.

Stock Outputs

Note.pngNote:Page left for viewable history, content moved to prop_physics