mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
177 lines
6.4 KiB
C++
177 lines
6.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Pulling CCollisionEvent's definition out of physics.cpp so it can be abstracted upon (for the portal mod)
|
|
//
|
|
//
|
|
// $Workfile: $
|
|
// $Date: $
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#ifndef PHYSICS_COLLISIONEVENT_H
|
|
#define PHYSICS_COLLISIONEVENT_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "physics.h"
|
|
#include "tier1/callqueue.h"
|
|
|
|
extern CCallQueue g_PostSimulationQueue;
|
|
|
|
struct damageevent_t
|
|
{
|
|
CBaseEntity *pEntity;
|
|
IPhysicsObject *pInflictorPhysics;
|
|
CTakeDamageInfo info;
|
|
bool bRestoreVelocity;
|
|
};
|
|
|
|
struct inflictorstate_t
|
|
{
|
|
Vector savedVelocity;
|
|
AngularImpulse savedAngularVelocity;
|
|
IPhysicsObject *pInflictorPhysics;
|
|
float otherMassMax;
|
|
short nextIndex;
|
|
short restored;
|
|
};
|
|
|
|
enum
|
|
{
|
|
COLLSTATE_ENABLED = 0,
|
|
COLLSTATE_TRYDISABLE = 1,
|
|
COLLSTATE_TRYNPCSOLVER = 2,
|
|
COLLSTATE_TRYENTITYSOLVER = 3,
|
|
COLLSTATE_DISABLED = 4
|
|
};
|
|
|
|
struct penetrateevent_t
|
|
{
|
|
EHANDLE hEntity0;
|
|
EHANDLE hEntity1;
|
|
float startTime;
|
|
float timeStamp;
|
|
int collisionState;
|
|
};
|
|
|
|
class CCollisionEvent : public IPhysicsCollisionEvent, public IPhysicsCollisionSolver, public IPhysicsObjectEvent
|
|
{
|
|
public:
|
|
CCollisionEvent();
|
|
friction_t *FindFriction( CBaseEntity *pObject );
|
|
void ShutdownFriction( friction_t &friction );
|
|
void FrameUpdate();
|
|
void LevelShutdown( void );
|
|
|
|
// IPhysicsCollisionEvent
|
|
void PreCollision( vcollisionevent_t *pEvent );
|
|
void PostCollision( vcollisionevent_t *pEvent );
|
|
void Friction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit, IPhysicsCollisionData *pData );
|
|
void StartTouch( IPhysicsObject *pObject1, IPhysicsObject *pObject2, IPhysicsCollisionData *pTouchData );
|
|
void EndTouch( IPhysicsObject *pObject1, IPhysicsObject *pObject2, IPhysicsCollisionData *pTouchData );
|
|
void FluidStartTouch( IPhysicsObject *pObject, IPhysicsFluidController *pFluid );
|
|
void FluidEndTouch( IPhysicsObject *pObject, IPhysicsFluidController *pFluid );
|
|
void PostSimulationFrame();
|
|
void ObjectEnterTrigger( IPhysicsObject *pTrigger, IPhysicsObject *pObject );
|
|
void ObjectLeaveTrigger( IPhysicsObject *pTrigger, IPhysicsObject *pObject );
|
|
|
|
bool GetTriggerEvent( triggerevent_t *pEvent, CBaseEntity *pTriggerEntity );
|
|
void BufferTouchEvents( bool enable ) { m_bBufferTouchEvents = enable; }
|
|
virtual void AddDamageEvent( CBaseEntity *pEntity, const CTakeDamageInfo &info, IPhysicsObject *pInflictorPhysics, bool bRestoreVelocity, const Vector &savedVel, const AngularImpulse &savedAngVel );
|
|
void AddImpulseEvent( IPhysicsObject *pPhysicsObject, const Vector &vecCenterForce, const AngularImpulse &vecCenterTorque );
|
|
void AddSetVelocityEvent( IPhysicsObject *pPhysicsObject, const Vector &vecVelocity );
|
|
void AddRemoveObject(IServerNetworkable *pRemove);
|
|
void FlushQueuedOperations();
|
|
|
|
// IPhysicsCollisionSolver
|
|
int ShouldCollide( IPhysicsObject *pObj0, IPhysicsObject *pObj1, void *pGameData0, void *pGameData1 );
|
|
int ShouldSolvePenetration( IPhysicsObject *pObj0, IPhysicsObject *pObj1, void *pGameData0, void *pGameData1, float dt );
|
|
bool ShouldFreezeObject( IPhysicsObject *pObject );
|
|
static const char *ModuleName() { return CBaseEntity::IsServer() ? "SERVER" : "CLIENT"; }
|
|
int AdditionalCollisionChecksThisTick( int currentChecksDone )
|
|
{
|
|
//CallbackContext check(this);
|
|
if ( currentChecksDone < 1200 )
|
|
{
|
|
DevMsg(1,"%s: VPhysics Collision detection getting expensive, check for too many convex pieces!\n", ModuleName());
|
|
return 1200 - currentChecksDone;
|
|
}
|
|
DevMsg(1,"%s: VPhysics exceeded collision check limit (%d)!!!\nInterpenetration may result!\n", ModuleName(), currentChecksDone );
|
|
return 0;
|
|
}
|
|
bool ShouldFreezeContacts( IPhysicsObject **pObjectList, int objectCount );
|
|
|
|
// IPhysicsObjectEvent
|
|
// these can be used to optimize out queries on sleeping objects
|
|
// Called when an object is woken after sleeping
|
|
virtual void ObjectWake( IPhysicsObject *pObject );
|
|
// called when an object goes to sleep (no longer simulating)
|
|
virtual void ObjectSleep( IPhysicsObject *pObject );
|
|
|
|
|
|
// locals
|
|
bool GetInflictorVelocity( IPhysicsObject *pInflictor, Vector &velocity, AngularImpulse &angVelocity );
|
|
|
|
void GetListOfPenetratingEntities( CBaseEntity *pSearch, CUtlVector<CBaseEntity *> &list );
|
|
bool IsInCallback() { return m_inCallback > 0 ? true : false; }
|
|
|
|
private:
|
|
#if _DEBUG
|
|
int ShouldCollide_2( IPhysicsObject *pObj0, IPhysicsObject *pObj1, void *pGameData0, void *pGameData1 );
|
|
#endif
|
|
|
|
void UpdateFrictionSounds();
|
|
void UpdateTouchEvents();
|
|
void UpdateDamageEvents();
|
|
void UpdatePenetrateEvents( void );
|
|
void UpdateFluidEvents();
|
|
void UpdateRemoveObjects();
|
|
void AddTouchEvent( CBaseEntity *pEntity0, CBaseEntity *pEntity1, int touchType, const Vector &point, const Vector &normal );
|
|
penetrateevent_t &FindOrAddPenetrateEvent( CBaseEntity *pEntity0, CBaseEntity *pEntity1 );
|
|
float DeltaTimeSinceLastFluid( CBaseEntity *pEntity );
|
|
|
|
void RestoreDamageInflictorState( IPhysicsObject *pInflictor );
|
|
void RestoreDamageInflictorState( int inflictorStateIndex, float velocityBlend );
|
|
int AddDamageInflictor( IPhysicsObject *pInflictorPhysics, float otherMass, const Vector &savedVel, const AngularImpulse &savedAngVel, bool addList );
|
|
int FindDamageInflictor( IPhysicsObject *pInflictorPhysics );
|
|
|
|
// make the call into the entity system
|
|
void DispatchStartTouch( CBaseEntity *pEntity0, CBaseEntity *pEntity1, const Vector &point, const Vector &normal );
|
|
void DispatchEndTouch( CBaseEntity *pEntity0, CBaseEntity *pEntity1 );
|
|
|
|
class CallbackContext
|
|
{
|
|
public:
|
|
CallbackContext(CCollisionEvent *pOuter)
|
|
{
|
|
m_pOuter = pOuter;
|
|
m_pOuter->m_inCallback++;
|
|
}
|
|
~CallbackContext()
|
|
{
|
|
m_pOuter->m_inCallback--;
|
|
}
|
|
private:
|
|
CCollisionEvent *m_pOuter;
|
|
};
|
|
friend class CallbackContext;
|
|
|
|
friction_t m_current[4];
|
|
gamevcollisionevent_t m_gameEvent;
|
|
CUtlVector<triggerevent_t> m_triggerEvents;
|
|
triggerevent_t m_currentTriggerEvent;
|
|
CUtlVector<touchevent_t> m_touchEvents;
|
|
CUtlVector<damageevent_t> m_damageEvents;
|
|
CUtlVector<inflictorstate_t> m_damageInflictors;
|
|
CUtlVector<penetrateevent_t> m_penetrateEvents;
|
|
CUtlVector<fluidevent_t> m_fluidEvents;
|
|
CUtlVector<IServerNetworkable *> m_removeObjects;
|
|
int m_inCallback;
|
|
int m_lastTickFrictionError; // counter to control printing of the dev warning for large contact systems
|
|
bool m_bBufferTouchEvents;
|
|
};
|
|
|
|
#endif //#ifndef PHYSICS_COLLISIONEVENT_H
|