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289 lines
11 KiB
C++
289 lines
11 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_OBJECT_H
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#define PHYSICS_OBJECT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vphysics_interface.h"
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class IVP_Real_Object;
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class IVP_Environment;
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class IVP_U_Float_Point;
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class IVP_SurfaceManager;
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class IVP_Controller;
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class CPhysicsEnvironment;
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struct vphysics_save_cphysicsobject_t
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{
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const CPhysCollide *pCollide;
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const char *pName;
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float sphereRadius;
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bool isStatic;
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bool collisionEnabled;
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bool gravityEnabled;
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bool dragEnabled;
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bool motionEnabled;
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bool isAsleep;
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bool isTrigger;
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bool asleepSinceCreation; // has this been asleep since creation?
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bool hasTouchedDynamic;
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bool hasShadowController;
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short collideType;
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unsigned short gameIndex;
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int hingeAxis;
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int materialIndex;
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float mass;
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Vector rotInertia;
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float speedDamping;
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float rotSpeedDamping;
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Vector massCenterOverride;
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unsigned int callbacks;
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unsigned int gameFlags;
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unsigned int contentsMask;
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float volume;
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float dragCoefficient;
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float angDragCoefficient;
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IPhysicsShadowController *pShadow;
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//bool m_shadowTempGravityDisable;
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Vector origin;
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QAngle angles;
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Vector velocity;
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AngularImpulse angVelocity;
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DECLARE_SIMPLE_DATADESC();
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};
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enum
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{
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OBJ_AWAKE = 0, // awake, simulating
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OBJ_STARTSLEEP = 1, // going to sleep, but not queried yet
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OBJ_SLEEP = 2, // sleeping, no state changes since last query
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};
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class CPhysicsObject : public IPhysicsObject
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{
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public:
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CPhysicsObject( void );
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virtual ~CPhysicsObject( void );
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void Init( const CPhysCollide *pCollisionModel, IVP_Real_Object *pObject, int materialIndex, float volume, float drag, float angDrag );
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// IPhysicsObject functions
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bool IsStatic() const;
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bool IsAsleep() const;
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bool IsTrigger() const;
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bool IsFluid() const;
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bool IsHinged() const { return (m_hingedAxis != 0) ? true : false; }
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bool IsCollisionEnabled() const;
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bool IsGravityEnabled() const;
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bool IsDragEnabled() const;
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bool IsMotionEnabled() const;
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bool IsMoveable() const;
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bool IsAttachedToConstraint( bool bExternalOnly ) const;
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void EnableCollisions( bool enable );
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// Enable / disable gravity for this object
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void EnableGravity( bool enable );
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// Enable / disable air friction / drag for this object
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void EnableDrag( bool enable );
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void EnableMotion( bool enable );
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void SetGameData( void *pAppData );
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void *GetGameData( void ) const;
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void SetCallbackFlags( unsigned short callbackflags );
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unsigned short GetCallbackFlags( void ) const;
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void SetGameFlags( unsigned short userFlags );
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unsigned short GetGameFlags( void ) const;
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void SetGameIndex( unsigned short gameIndex );
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unsigned short GetGameIndex( void ) const;
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void Wake();
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void WakeNow();
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void Sleep();
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void RecheckCollisionFilter();
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void RecheckContactPoints();
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void SetMass( float mass );
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float GetMass( void ) const;
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float GetInvMass( void ) const;
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void SetInertia( const Vector &inertia );
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Vector GetInertia( void ) const;
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Vector GetInvInertia( void ) const;
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void GetDamping( float *speed, float *rot ) const;
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void SetDamping( const float *speed, const float *rot );
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void SetDragCoefficient( float *pDrag, float *pAngularDrag );
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void SetBuoyancyRatio( float ratio );
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int GetMaterialIndex() const { return GetMaterialIndexInternal(); }
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void SetMaterialIndex( int materialIndex );
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inline int GetMaterialIndexInternal( void ) const { return m_materialIndex; }
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unsigned int GetContents() const { return m_contentsMask; }
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void SetContents( unsigned int contents );
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float GetSphereRadius() const;
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Vector GetMassCenterLocalSpace() const;
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float GetEnergy() const;
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void SetPosition( const Vector &worldPosition, const QAngle &angles, bool isTeleport = false );
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void SetPositionMatrix( const matrix3x4_t& matrix, bool isTeleport = false );
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void GetPosition( Vector *worldPosition, QAngle *angles ) const;
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void GetPositionMatrix( matrix3x4_t *positionMatrix ) const;
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void SetVelocity( const Vector *velocity, const AngularImpulse *angularVelocity );
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void SetVelocityInstantaneous( const Vector *velocity, const AngularImpulse *angularVelocity );
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void AddVelocity( const Vector *velocity, const AngularImpulse *angularVelocity );
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void GetVelocity( Vector *velocity, AngularImpulse *angularVelocity ) const;
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void GetImplicitVelocity( Vector *velocity, AngularImpulse *angularVelocity ) const;
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void GetVelocityAtPoint( const Vector &worldPosition, Vector *pVelocity ) const;
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void LocalToWorld( Vector *worldPosition, const Vector &localPosition ) const;
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void WorldToLocal( Vector *localPosition, const Vector &worldPosition ) const;
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void LocalToWorldVector( Vector *worldVector, const Vector &localVector ) const;
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void WorldToLocalVector( Vector *localVector, const Vector &worldVector ) const;
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void ApplyForceCenter( const Vector &forceVector );
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void ApplyForceOffset( const Vector &forceVector, const Vector &worldPosition );
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void ApplyTorqueCenter( const AngularImpulse & );
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void CalculateForceOffset( const Vector &forceVector, const Vector &worldPosition, Vector *centerForce, AngularImpulse *centerTorque ) const;
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void CalculateVelocityOffset( const Vector &forceVector, const Vector &worldPosition, Vector *centerVelocity, AngularImpulse *centerAngularVelocity ) const;
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float CalculateLinearDrag( const Vector &unitDirection ) const;
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float CalculateAngularDrag( const Vector &objectSpaceRotationAxis ) const;
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bool GetContactPoint( Vector *contactPoint, IPhysicsObject **contactObject ) const;
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void SetShadow( float maxSpeed, float maxAngularSpeed, bool allowPhysicsMovement, bool allowPhysicsRotation );
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void UpdateShadow( const Vector &targetPosition, const QAngle &targetAngles, bool tempDisableGravity, float timeOffset );
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void RemoveShadowController();
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int GetShadowPosition( Vector *position, QAngle *angles ) const;
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IPhysicsShadowController *GetShadowController( void ) const;
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float ComputeShadowControl( const hlshadowcontrol_params_t ¶ms, float secondsToArrival, float dt );
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const CPhysCollide *GetCollide( void ) const;
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char const *GetName() const;
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float GetDragInDirection( const IVP_U_Float_Point &dir ) const;
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float GetAngularDragInDirection( const IVP_U_Float_Point &angVelocity ) const;
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void BecomeTrigger();
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void RemoveTrigger();
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void BecomeHinged( int localAxis );
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void RemoveHinged();
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IPhysicsFrictionSnapshot *CreateFrictionSnapshot();
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void DestroyFrictionSnapshot( IPhysicsFrictionSnapshot *pSnapshot );
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void OutputDebugInfo() const;
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// local functions
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inline IVP_Real_Object *GetObject( void ) const { return m_pObject; }
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inline int CallbackFlags( void ) const { return m_callbacks; }
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inline void AddCallbackFlags( unsigned short flags ) { m_callbacks |= flags; }
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inline void RemoveCallbackFlags( unsigned short flags ) { m_callbacks &= ~flags; }
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inline bool HasTouchedDynamic();
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inline void SetTouchedDynamic();
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void NotifySleep( void );
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void NotifyWake( void );
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int GetSleepState( void ) const { return m_sleepState; }
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inline void ForceSilentDelete() { m_forceSilentDelete = true; }
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inline int GetActiveIndex( void ) const { return m_activeIndex; }
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inline void SetActiveIndex( int index ) { m_activeIndex = index; }
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inline float GetBuoyancyRatio( void ) const { return m_buoyancyRatio; }
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// returns true if the mass center is set to the default for the collision model
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bool IsMassCenterAtDefault() const;
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// is this object simulated, or controlled by game logic?
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bool IsControlledByGame() const;
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IVP_SurfaceManager *GetSurfaceManager( void ) const;
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void WriteToTemplate( vphysics_save_cphysicsobject_t &objectTemplate );
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void InitFromTemplate( CPhysicsEnvironment *pEnvironment, void *pGameData, const vphysics_save_cphysicsobject_t &objectTemplate );
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CPhysicsEnvironment *GetVPhysicsEnvironment();
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const CPhysicsEnvironment *GetVPhysicsEnvironment() const;
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private:
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// NOTE: Local to vphysics, used to save/restore shadow controller
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void RestoreShadowController( IPhysicsShadowController *pShadowController );
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friend bool RestorePhysicsObject( const physrestoreparams_t ¶ms, CPhysicsObject **ppObject );
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bool IsControlling( const IVP_Controller *pController ) const;
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float GetVolume() const;
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void SetVolume( float volume );
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// the mass has changed, recompute the drag information
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void RecomputeDragBases();
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void ClampVelocity();
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// NOTE: If m_pGameData is not the first member, the constructor debug code must be modified
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void *m_pGameData;
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IVP_Real_Object *m_pObject;
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const CPhysCollide *m_pCollide;
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IPhysicsShadowController *m_pShadow;
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Vector m_dragBasis;
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Vector m_angDragBasis;
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// these 5 should pack into a short
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// pack new bools here
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bool m_shadowTempGravityDisable : 5;
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bool m_hasTouchedDynamic : 1;
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bool m_asleepSinceCreation : 1;
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bool m_forceSilentDelete : 1;
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unsigned char m_sleepState : 2;
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unsigned char m_hingedAxis : 3;
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unsigned char m_collideType : 3;
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unsigned short m_gameIndex;
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private:
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unsigned short m_materialIndex;
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unsigned short m_activeIndex;
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unsigned short m_callbacks;
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unsigned short m_gameFlags;
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unsigned int m_contentsMask;
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float m_volume;
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float m_buoyancyRatio;
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float m_dragCoefficient;
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float m_angDragCoefficient;
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friend CPhysicsObject *CreatePhysicsObject( CPhysicsEnvironment *pEnvironment, const CPhysCollide *pCollisionModel, int materialIndex, const Vector &position, const QAngle& angles, objectparams_t *pParams, bool isStatic );
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friend bool CPhysicsEnvironment::TransferObject( IPhysicsObject *pObject, IPhysicsEnvironment *pDestinationEnvironment ); //need direct access to m_pShadow for Portal mod's physics object transfer system
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};
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// If you haven't ever touched a dynamic object, there's no need to search for contacting objects to
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// wakeup when you are deleted. So cache a bit here when contacts are generated
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inline bool CPhysicsObject::HasTouchedDynamic()
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{
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return m_hasTouchedDynamic;
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}
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inline void CPhysicsObject::SetTouchedDynamic()
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{
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m_hasTouchedDynamic = true;
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}
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extern CPhysicsObject *CreatePhysicsObject( CPhysicsEnvironment *pEnvironment, const CPhysCollide *pCollisionModel, int materialIndex, const Vector &position, const QAngle &angles, objectparams_t *pParams, bool isStatic );
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extern CPhysicsObject *CreatePhysicsSphere( CPhysicsEnvironment *pEnvironment, float radius, int materialIndex, const Vector &position, const QAngle &angles, objectparams_t *pParams, bool isStatic );
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extern void PostRestorePhysicsObject();
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extern IPhysicsObject *CreateObjectFromBuffer( CPhysicsEnvironment *pEnvironment, void *pGameData, unsigned char *pBuffer, unsigned int bufferSize, bool enableCollisions );
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extern IPhysicsObject *CreateObjectFromBuffer_UseExistingMemory( CPhysicsEnvironment *pEnvironment, void *pGameData, unsigned char *pBuffer, unsigned int bufferSize, CPhysicsObject *pExistingMemory );
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#endif // PHYSICS_OBJECT_H
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