mirror of
https://github.com/nillerusr/source-engine.git
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177 lines
9.0 KiB
C++
177 lines
9.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef PHYSICS_WORLD_H
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#define PHYSICS_WORLD_H
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#pragma once
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#include "vphysics_interface.h"
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#include "ivu_types.hxx"
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#include "utlvector.h"
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class IVP_Environment;
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class CSleepObjects;
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class CPhysicsListenerCollision;
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class CPhysicsListenerConstraint;
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class IVP_Listener_Collision;
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class IVP_Listener_Constraint;
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class IVP_Listener_Object;
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class IVP_Controller;
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class CPhysicsFluidController;
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class CCollisionSolver;
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class CPhysicsObject;
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class CDeleteQueue;
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class IVPhysicsDebugOverlay;
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struct constraint_limitedhingeparams_t;
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struct vphysics_save_iphysicsobject_t;
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class CPhysicsEnvironment : public IPhysicsEnvironment
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{
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public:
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CPhysicsEnvironment( void );
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~CPhysicsEnvironment( void );
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virtual void SetDebugOverlay( CreateInterfaceFn debugOverlayFactory );
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virtual IVPhysicsDebugOverlay *GetDebugOverlay( void );
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void SetGravity( const Vector& gravityVector );
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IPhysicsObject *CreatePolyObject( const CPhysCollide *pCollisionModel, int materialIndex, const Vector& position, const QAngle& angles, objectparams_t *pParams );
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IPhysicsObject *CreatePolyObjectStatic( const CPhysCollide *pCollisionModel, int materialIndex, const Vector& position, const QAngle& angles, objectparams_t *pParams );
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virtual unsigned int GetObjectSerializeSize( IPhysicsObject *pObject ) const;
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virtual void SerializeObjectToBuffer( IPhysicsObject *pObject, unsigned char *pBuffer, unsigned int bufferSize );
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virtual IPhysicsObject *UnserializeObjectFromBuffer( void *pGameData, unsigned char *pBuffer, unsigned int bufferSize, bool enableCollisions );
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IPhysicsSpring *CreateSpring( IPhysicsObject *pObjectStart, IPhysicsObject *pObjectEnd, springparams_t *pParams );
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IPhysicsFluidController *CreateFluidController( IPhysicsObject *pFluidObject, fluidparams_t *pParams );
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IPhysicsConstraint *CreateRagdollConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_ragdollparams_t &ragdoll );
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virtual IPhysicsConstraint *CreateHingeConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_hingeparams_t &hinge );
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virtual IPhysicsConstraint *CreateLimitedHingeConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_limitedhingeparams_t &hinge );
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virtual IPhysicsConstraint *CreateFixedConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_fixedparams_t &fixed );
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virtual IPhysicsConstraint *CreateSlidingConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_slidingparams_t &sliding );
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virtual IPhysicsConstraint *CreateBallsocketConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_ballsocketparams_t &ballsocket );
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virtual IPhysicsConstraint *CreatePulleyConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_pulleyparams_t &pulley );
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virtual IPhysicsConstraint *CreateLengthConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_lengthparams_t &length );
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virtual IPhysicsConstraintGroup *CreateConstraintGroup( const constraint_groupparams_t &group );
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virtual void DestroyConstraintGroup( IPhysicsConstraintGroup *pGroup );
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void Simulate( float deltaTime );
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float GetSimulationTimestep() const;
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void SetSimulationTimestep( float timestep );
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float GetSimulationTime() const;
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float GetNextFrameTime() const;
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bool IsInSimulation() const;
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virtual void DestroyObject( IPhysicsObject * );
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virtual void DestroySpring( IPhysicsSpring * );
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virtual void DestroyFluidController( IPhysicsFluidController * );
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virtual void DestroyConstraint( IPhysicsConstraint * );
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virtual void SetCollisionEventHandler( IPhysicsCollisionEvent *pCollisionEvents );
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virtual void SetObjectEventHandler( IPhysicsObjectEvent *pObjectEvents );
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virtual void SetConstraintEventHandler( IPhysicsConstraintEvent *pConstraintEvents );
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virtual IPhysicsShadowController *CreateShadowController( IPhysicsObject *pObject, bool allowTranslation, bool allowRotation );
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virtual void DestroyShadowController( IPhysicsShadowController * );
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virtual IPhysicsMotionController *CreateMotionController( IMotionEvent *pHandler );
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virtual void DestroyMotionController( IPhysicsMotionController *pController );
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virtual IPhysicsPlayerController *CreatePlayerController( IPhysicsObject *pObject );
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virtual void DestroyPlayerController( IPhysicsPlayerController *pController );
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virtual IPhysicsVehicleController *CreateVehicleController( IPhysicsObject *pVehicleBodyObject, const vehicleparams_t ¶ms, unsigned int nVehicleType, IPhysicsGameTrace *pGameTrace );
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virtual void DestroyVehicleController( IPhysicsVehicleController *pController );
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virtual void SetQuickDelete( bool bQuick )
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{
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m_deleteQuick = bQuick;
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}
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virtual bool ShouldQuickDelete() const { return m_deleteQuick; }
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virtual void TraceBox( trace_t *ptr, const Vector &mins, const Vector &maxs, const Vector &start, const Vector &end );
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virtual void SetCollisionSolver( IPhysicsCollisionSolver *pCollisionSolver );
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virtual void GetGravity( Vector *pGravityVector ) const;
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virtual int GetActiveObjectCount() const;
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virtual void GetActiveObjects( IPhysicsObject **pOutputObjectList ) const;
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virtual const IPhysicsObject **GetObjectList( int *pOutputObjectCount ) const;
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virtual bool TransferObject( IPhysicsObject *pObject, IPhysicsEnvironment *pDestinationEnvironment );
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IVP_Environment *GetIVPEnvironment( void ) { return m_pPhysEnv; }
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void ClearDeadObjects( void );
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IVP_Controller *GetDragController() { return m_pDragController; }
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const IVP_Controller *GetDragController() const { return m_pDragController; }
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virtual void SetAirDensity( float density );
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virtual float GetAirDensity( void ) const;
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virtual void ResetSimulationClock( void );
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virtual IPhysicsObject *CreateSphereObject( float radius, int materialIndex, const Vector &position, const QAngle &angles, objectparams_t *pParams, bool isStatic );
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virtual void CleanupDeleteList();
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virtual void EnableDeleteQueue( bool enable ) { m_queueDeleteObject = enable; }
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// debug
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virtual bool IsCollisionModelUsed( CPhysCollide *pCollide ) const;
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// trace against the physics world
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virtual void TraceRay( const Ray_t &ray, unsigned int fMask, IPhysicsTraceFilter *pTraceFilter, trace_t *pTrace );
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virtual void SweepCollideable( const CPhysCollide *pCollide, const Vector &vecAbsStart, const Vector &vecAbsEnd,
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const QAngle &vecAngles, unsigned int fMask, IPhysicsTraceFilter *pTraceFilter, trace_t *pTrace );
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// performance tuning
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virtual void GetPerformanceSettings( physics_performanceparams_t *pOutput ) const;
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virtual void SetPerformanceSettings( const physics_performanceparams_t *pSettings );
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// perf/cost statistics
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virtual void ReadStats( physics_stats_t *pOutput );
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virtual void ClearStats();
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virtual void EnableConstraintNotify( bool bEnable );
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// debug
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virtual void DebugCheckContacts(void);
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// Save/restore
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bool Save( const physsaveparams_t ¶ms );
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void PreRestore( const physprerestoreparams_t ¶ms );
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bool Restore( const physrestoreparams_t ¶ms );
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void PostRestore();
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void PhantomAdd( CPhysicsObject *pObject );
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void PhantomRemove( CPhysicsObject *pObject );
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void AddPlayerController( IPhysicsPlayerController *pController );
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void RemovePlayerController( IPhysicsPlayerController *pController );
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IPhysicsPlayerController *FindPlayerController( IPhysicsObject *pObject );
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IPhysicsCollisionEvent *GetCollisionEventHandler();
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// a constraint is being disabled - report the game DLL as "broken"
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void NotifyConstraintDisabled( IPhysicsConstraint *pConstraint );
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private:
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IVP_Environment *m_pPhysEnv;
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IVP_Controller *m_pDragController;
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IVPhysicsDebugOverlay *m_pDebugOverlay; // Interface to use for drawing debug overlays.
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CUtlVector<IPhysicsObject *> m_objects;
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CUtlVector<IPhysicsObject *> m_deadObjects;
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CUtlVector<CPhysicsFluidController *> m_fluids;
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CUtlVector<IPhysicsPlayerController *> m_playerControllers;
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CSleepObjects *m_pSleepEvents;
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CPhysicsListenerCollision *m_pCollisionListener;
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CCollisionSolver *m_pCollisionSolver;
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CPhysicsListenerConstraint *m_pConstraintListener;
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CDeleteQueue *m_pDeleteQueue;
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int m_lastObjectThisTick;
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bool m_deleteQuick;
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bool m_inSimulation;
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bool m_queueDeleteObject;
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bool m_fixedTimestep;
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bool m_enableConstraintNotify;
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};
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extern IPhysicsEnvironment *CreatePhysicsEnvironment( void );
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class IVP_Synapse_Friction;
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class IVP_Real_Object;
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extern IVP_Real_Object *GetOppositeSynapseObject( IVP_Synapse_Friction *pfriction );
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extern IPhysicsObjectPairHash *CreateObjectPairHash();
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#endif // PHYSICS_WORLD_H
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