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52 lines
1.5 KiB
C++
52 lines
1.5 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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//=============================================================================//
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#ifndef FRICTION_H
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#define FRICTION_H
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#ifdef _WIN32
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#pragma once
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#endif
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// NOTE: This is an iterator for the contact points on an object
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// NOTE: This should only be used temporarily. Holding one of these
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// NOTE: across collision callbacks or calls into simulation will cause errors!
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// NOTE: VPHYSICS may choose to make the data contained within this object invalid
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// NOTE: any time simulation is run.
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class IPhysicsFrictionSnapshot
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{
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public:
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virtual ~IPhysicsFrictionSnapshot() {}
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virtual bool IsValid() = 0;
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// Object 0 is this object, Object 1 is the other object
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virtual IPhysicsObject *GetObject( int index ) = 0;
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virtual int GetMaterial( int index ) = 0;
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virtual void GetContactPoint( Vector &out ) = 0;
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// points away from source object
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virtual void GetSurfaceNormal( Vector &out ) = 0;
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virtual float GetNormalForce() = 0;
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virtual float GetEnergyAbsorbed() = 0;
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// recompute friction (useful if dynamically altering materials/mass)
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virtual void RecomputeFriction() = 0;
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// clear all friction force at this contact point
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virtual void ClearFrictionForce() = 0;
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virtual void MarkContactForDelete() = 0;
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virtual void DeleteAllMarkedContacts( bool wakeObjects ) = 0;
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// Move to the next friction data for this object
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virtual void NextFrictionData() = 0;
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virtual float GetFrictionCoefficient() = 0;
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};
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#endif // FRICTION_H
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