TOOL.Category = "Constraints" TOOL.Name = "#Axis" TOOL.Command = nil TOOL.ConfigName = nil TOOL.ClientConVar[ "forcelimit" ] = 0 TOOL.ClientConVar[ "torquelimit" ] = 0 TOOL.ClientConVar[ "hingefriction" ] = 0 TOOL.ClientConVar[ "nocollide" ] = 0 function TOOL:LeftClick( trace ) if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then return end // todo: Don't attempt to constrain the first object if it's already constrained to a static object local iNum = self:NumObjects() // Don't allow us to choose the world as the first object if (iNum == 0 && !trace.Entity:IsValid()) then return false end // Don't do jeeps (crash protection until we get it fixed) if (iNum == 0 && trace.Entity:GetClass() == "prop_vehicle_jeep") then return false 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( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal ) if ( iNum > 0 ) then // Clientside can bail out now if ( CLIENT ) then self:ClearObjects() self:ReleaseGhostEntity() return true end // Get client's CVars local forcelimit = self:GetClientNumber( "forcelimit", 0 ) local torquelimit = self:GetClientNumber( "torquelimit", 0 ) local friction = self:GetClientNumber( "hingefriction", 0 ) local nocollide = self:GetClientNumber( "nocollide", 0 ) local Ent1, Ent2 = self:GetEnt(1), self:GetEnt(2) local Bone1, Bone2 = self:GetBone(1), self:GetBone(2) local WPos1, WPos2 = self:GetPos(1), self:GetPos(2) local LPos1, LPos2 = self:GetLocalPos(1),self:GetLocalPos(2) local Norm1, Norm2 = self:GetNormal(1), self:GetNormal(2) local Phys1, Phys2 = self:GetPhys(1), self:GetPhys(2) // Note: To keep stuff ragdoll friendly try to treat things as physics objects rather than entities local Ang1, Ang2 = Norm1:Angle(), (Norm2 * -1):Angle() local TargetAngle = Phys1:AlignAngles( Ang1, Ang2 ) Phys1:SetAngle( TargetAngle ) // Move the object so that the hitpos on our object is at the second hitpos local TargetPos = WPos2 + (Phys1:GetPos() - self:GetPos(1)) local TargetPos = WPos2 + (Phys1:GetPos() - self:GetPos(1)) + (Norm2) // Offset slightly so it can rotate TargetPos = TargetPos + Norm2 // Set the position Phys1:SetPos( TargetPos ) // Wake up the physics object so that the entity updates Phys1:Wake() // Set the hinge Axis perpendicular to the trace hit surface LPos1 = Phys1:WorldToLocal( WPos2 + Norm2 ) // Create a constraint axis local constraint = constraint.Axis( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, forcelimit, torquelimit, friction, nocollide ) undo.Create("Axis") undo.AddEntity( constraint ) undo.SetPlayer( self:GetOwner() ) undo.Finish() self:GetOwner():AddCleanup( "constraints", constraint ) // Clear the objects so we're ready to go again self:ClearObjects() self:ReleaseGhostEntity() else self:StartGhostEntity( trace.Entity ) self:SetStage( iNum+1 ) end return true end function TOOL:RightClick( trace ) if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then return end local iNum = self:NumObjects() // Don't allow us to choose the world as the first object if (iNum == 0 && !trace.Entity:IsValid()) then return false end local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone ) self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal ) if ( iNum > 0 ) then // Clientside can bail out now if ( CLIENT ) then self:ClearObjects() self:ReleaseGhostEntity() return true end // Get client's CVars local forcelimit = self:GetClientNumber( "forcelimit", 0 ) local torquelimit = self:GetClientNumber( "torquelimit", 0 ) local friction = self:GetClientNumber( "hingefriction", 0 ) local nocollide = self:GetClientNumber( "nocollide", 0 ) local Ent1, Ent2 = self:GetEnt(1), self:GetEnt(2) local Bone1, Bone2 = self:GetBone(1), self:GetBone(2) local WPos1, WPos2 = self:GetPos(1), self:GetPos(2) local LPos1, LPos2 = self:GetLocalPos(1),self:GetLocalPos(2) local Norm1, Norm2 = self:GetNormal(1), self:GetNormal(2) local Phys1, Phys2 = self:GetPhys(1), self:GetPhys(2) // Note: To keep stuff ragdoll friendly try to treat things as physics objects rather than entities local Ang1, Ang2 = Norm1:Angle(), (Norm2 * -1):Angle() local TargetAngle = Phys1:AlignAngles( Ang1, Ang2 ) //Phys1:SetAngle( TargetAngle ) local TargetPos = WPos2 + (Phys1:GetPos() - self:GetPos(1)) + (Norm2) Phys1:Wake() // Set the hinge Axis perpendicular to the trace hit surface LPos1 = Phys1:WorldToLocal( WPos2 + Norm2 ) local constraint = constraint.Axis( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, forcelimit, torquelimit, friction, nocollide ) undo.Create("Axis") undo.AddEntity( constraint ) undo.SetPlayer( self:GetOwner() ) undo.Finish() self:GetOwner():AddCleanup( "constraints", constraint ) // Clear the objects so we're ready to go again self:ClearObjects() self:ReleaseGhostEntity() else self:StartGhostEntity( trace.Entity ) self:SetStage( iNum+1 ) end 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, "Axis" ) return bool end function TOOL:Think() if (self:NumObjects() != 1) then return end self:UpdateGhostEntity() end