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physics_object.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef PHYSICS_OBJECT_H
#define PHYSICS_OBJECT_H
#ifdef _WIN32
#pragma once
#endif
#include "vphysics_interface.h"
class IVP_Real_Object;
class IVP_Environment;
class IVP_U_Float_Point;
class IVP_SurfaceManager;
class IVP_Controller;
class CPhysicsEnvironment;
struct vphysics_save_cphysicsobject_t
{
const CPhysCollide *pCollide;
const char *pName;
float sphereRadius;
bool isStatic;
bool collisionEnabled;
bool gravityEnabled;
bool dragEnabled;
bool motionEnabled;
bool isAsleep;
bool isTrigger;
bool asleepSinceCreation; // has this been asleep since creation?
bool hasTouchedDynamic;
bool hasShadowController;
short collideType;
unsigned short gameIndex;
int hingeAxis;
int materialIndex;
float mass;
Vector rotInertia;
float speedDamping;
float rotSpeedDamping;
Vector massCenterOverride;
unsigned int callbacks;
unsigned int gameFlags;
unsigned int contentsMask;
float volume;
float dragCoefficient;
float angDragCoefficient;
IPhysicsShadowController *pShadow;
//bool m_shadowTempGravityDisable;
Vector origin;
QAngle angles;
Vector velocity;
AngularImpulse angVelocity;
DECLARE_SIMPLE_DATADESC();
};
enum
{
OBJ_AWAKE = 0, // awake, simulating
OBJ_STARTSLEEP = 1, // going to sleep, but not queried yet
OBJ_SLEEP = 2, // sleeping, no state changes since last query
};
class CPhysicsObject : public IPhysicsObject
{
public:
CPhysicsObject( void );
virtual ~CPhysicsObject( void );
void Init( const CPhysCollide *pCollisionModel, IVP_Real_Object *pObject, int materialIndex, float volume, float drag, float angDrag );
// IPhysicsObject functions
bool IsStatic() const;
bool IsAsleep() const;
bool IsTrigger() const;
bool IsFluid() const;
bool IsHinged() const { return (m_hingedAxis != 0) ? true : false; }
bool IsCollisionEnabled() const;
bool IsGravityEnabled() const;
bool IsDragEnabled() const;
bool IsMotionEnabled() const;
bool IsMoveable() const;
bool IsAttachedToConstraint( bool bExternalOnly ) const;
void EnableCollisions( bool enable );
// Enable / disable gravity for this object
void EnableGravity( bool enable );
// Enable / disable air friction / drag for this object
void EnableDrag( bool enable );
void EnableMotion( bool enable );
void SetGameData( void *pAppData );
void *GetGameData( void ) const;
void SetCallbackFlags( unsigned short callbackflags );
unsigned short GetCallbackFlags( void ) const;
void SetGameFlags( unsigned short userFlags );
unsigned short GetGameFlags( void ) const;
void SetGameIndex( unsigned short gameIndex );
unsigned short GetGameIndex( void ) const;
void Wake();
void Sleep();
void RecheckCollisionFilter();
void RecheckContactPoints(bool bSearchForNewContacts = false); //lwss add bool for new version
void SetMass( float mass );
float GetMass( void ) const;
float GetInvMass( void ) const;
void SetInertia( const Vector &inertia );
Vector GetInertia( void ) const;
Vector GetInvInertia( void ) const;
void GetDamping( float *speed, float *rot ) const;
void SetDamping( const float *speed, const float *rot );
void SetDragCoefficient( float *pDrag, float *pAngularDrag );
void SetBuoyancyRatio( float ratio );
int GetMaterialIndex() const { return GetMaterialIndexInternal(); }
void SetMaterialIndex( int materialIndex );
inline int GetMaterialIndexInternal( void ) const { return m_materialIndex; }
unsigned int GetContents() const { return m_contentsMask; }
void SetContents( unsigned int contents );
float GetSphereRadius() const;
void SetSphereRadius(float radius); // lwss add
Vector GetMassCenterLocalSpace() const;
float GetEnergy() const;
void SetPosition( const Vector &worldPosition, const QAngle &angles, bool isTeleport = false );
void SetPositionMatrix( const matrix3x4_t& matrix, bool isTeleport = false );
void GetPosition( Vector *worldPosition, QAngle *angles ) const;
void GetPositionMatrix( matrix3x4_t *positionMatrix ) const;
void SetVelocity( const Vector *velocity, const AngularImpulse *angularVelocity );
void SetVelocityInstantaneous( const Vector *velocity, const AngularImpulse *angularVelocity );
void AddVelocity( const Vector *velocity, const AngularImpulse *angularVelocity );
void GetVelocity( Vector *velocity, AngularImpulse *angularVelocity ) const;
void GetImplicitVelocity( Vector *velocity, AngularImpulse *angularVelocity ) const;
void GetVelocityAtPoint( const Vector &worldPosition, Vector *pVelocity ) const;
void LocalToWorld( Vector *worldPosition, const Vector &localPosition ) const;
void WorldToLocal( Vector *localPosition, const Vector &worldPosition ) const;
void LocalToWorldVector( Vector *worldVector, const Vector &localVector ) const;
void WorldToLocalVector( Vector *localVector, const Vector &worldVector ) const;
void ApplyForceCenter( const Vector &forceVector );
void ApplyForceOffset( const Vector &forceVector, const Vector &worldPosition );
void ApplyTorqueCenter( const AngularImpulse & );
void CalculateForceOffset( const Vector &forceVector, const Vector &worldPosition, Vector *centerForce, AngularImpulse *centerTorque ) const;
void CalculateVelocityOffset( const Vector &forceVector, const Vector &worldPosition, Vector *centerVelocity, AngularImpulse *centerAngularVelocity ) const;
float CalculateLinearDrag( const Vector &unitDirection ) const;
float CalculateAngularDrag( const Vector &objectSpaceRotationAxis ) const;
bool GetContactPoint( Vector *contactPoint, IPhysicsObject **contactObject ) const;
void SetShadow( float maxSpeed, float maxAngularSpeed, bool allowPhysicsMovement, bool allowPhysicsRotation );
void UpdateShadow( const Vector &targetPosition, const QAngle &targetAngles, bool tempDisableGravity, float timeOffset );
void RemoveShadowController();
int GetShadowPosition( Vector *position, QAngle *angles ) const;
IPhysicsShadowController *GetShadowController( void ) const;
float ComputeShadowControl( const hlshadowcontrol_params_t ¶ms, float secondsToArrival, float dt );
const CPhysCollide *GetCollide( void ) const;
char const *GetName() const;
float GetDragInDirection( const IVP_U_Float_Point &dir ) const;
float GetAngularDragInDirection( const IVP_U_Float_Point &angVelocity ) const;
void BecomeTrigger();
void RemoveTrigger();
void BecomeHinged( int localAxis );
void RemoveHinged();
IPhysicsFrictionSnapshot *CreateFrictionSnapshot();
void DestroyFrictionSnapshot( IPhysicsFrictionSnapshot *pSnapshot );
void OutputDebugInfo() const;
// local functions
inline IVP_Real_Object *GetObject( void ) const { return m_pObject; }
inline int CallbackFlags( void ) const { return m_callbacks; }
inline void AddCallbackFlags( unsigned short flags ) { m_callbacks |= flags; }
inline void RemoveCallbackFlags( unsigned short flags ) { m_callbacks &= ~flags; }
inline bool HasTouchedDynamic();
inline void SetTouchedDynamic();
void NotifySleep( void );
void NotifyWake( void );
int GetSleepState( void ) const { return m_sleepState; }
inline void ForceSilentDelete() { m_forceSilentDelete = true; }
inline int GetActiveIndex( void ) const { return m_activeIndex; }
inline void SetActiveIndex( int index ) { m_activeIndex = index; }
inline float GetBuoyancyRatio( void ) const { return m_buoyancyRatio; }
// returns true if the mass center is set to the default for the collision model
bool IsMassCenterAtDefault() const;
// is this object simulated, or controlled by game logic?
bool IsControlledByGame() const;
IVP_SurfaceManager *GetSurfaceManager( void ) const;
void WriteToTemplate( vphysics_save_cphysicsobject_t &objectTemplate );
void InitFromTemplate( CPhysicsEnvironment *pEnvironment, void *pGameData, const vphysics_save_cphysicsobject_t &objectTemplate );
CPhysicsEnvironment *GetVPhysicsEnvironment();
const CPhysicsEnvironment *GetVPhysicsEnvironment() const;
//lwss add
void SetUseAlternateGravity( bool bSet );
void SetCollisionHints( uint32 collisionHints );
uint32 GetCollisionHints() const;
IPredictedPhysicsObject *GetPredictedInterface( void ) const ;
void SyncWith( IPhysicsObject *pOther );
//lwss end
private:
// NOTE: Local to vphysics, used to save/restore shadow controller
void RestoreShadowController( IPhysicsShadowController *pShadowController );
friend bool RestorePhysicsObject( const physrestoreparams_t ¶ms, CPhysicsObject **ppObject );
bool IsControlling( const IVP_Controller *pController ) const;
float GetVolume() const;
void SetVolume( float volume );
// the mass has changed, recompute the drag information
void RecomputeDragBases();
void ClampVelocity();
// NOTE: If m_pGameData is not the first member, the constructor debug code must be modified
void *m_pGameData;
IVP_Real_Object *m_pObject;
const CPhysCollide *m_pCollide;
IPhysicsShadowController *m_pShadow;
Vector m_dragBasis;
Vector m_angDragBasis;
// these 5 should pack into a short
// pack new bools here
bool m_shadowTempGravityDisable : 5;
bool m_hasTouchedDynamic : 1;
bool m_asleepSinceCreation : 1;
bool m_forceSilentDelete : 1;
unsigned char m_sleepState : 2;
unsigned char m_hingedAxis : 3;
unsigned char m_collideType : 3;
unsigned short m_gameIndex;
private:
unsigned short m_materialIndex;
unsigned short m_activeIndex;
unsigned short m_callbacks;
unsigned short m_gameFlags;
unsigned int m_contentsMask;
float m_volume;
float m_buoyancyRatio;
float m_dragCoefficient;
float m_angDragCoefficient;
//lwss add
uint32 m_collisionHints;
//lwss end
friend CPhysicsObject *CreatePhysicsObject( CPhysicsEnvironment *pEnvironment, const CPhysCollide *pCollisionModel, int materialIndex, const Vector &position, const QAngle& angles, objectparams_t *pParams, bool isStatic );
friend bool CPhysicsEnvironment::TransferObject( IPhysicsObject *pObject, IPhysicsEnvironment *pDestinationEnvironment ); //need direct access to m_pShadow for Portal mod's physics object transfer system
};
// If you haven't ever touched a dynamic object, there's no need to search for contacting objects to
// wakeup when you are deleted. So cache a bit here when contacts are generated
inline bool CPhysicsObject::HasTouchedDynamic()
{
return m_hasTouchedDynamic;
}
inline void CPhysicsObject::SetTouchedDynamic()
{
m_hasTouchedDynamic = true;
}
extern CPhysicsObject *CreatePhysicsObject( CPhysicsEnvironment *pEnvironment, const CPhysCollide *pCollisionModel, int materialIndex, const Vector &position, const QAngle &angles, objectparams_t *pParams, bool isStatic );
extern CPhysicsObject *CreatePhysicsSphere( CPhysicsEnvironment *pEnvironment, float radius, int materialIndex, const Vector &position, const QAngle &angles, objectparams_t *pParams, bool isStatic );
extern void PostRestorePhysicsObject();
extern IPhysicsObject *CreateObjectFromBuffer( CPhysicsEnvironment *pEnvironment, void *pGameData, unsigned char *pBuffer, unsigned int bufferSize, bool enableCollisions );
extern IPhysicsObject *CreateObjectFromBuffer_UseExistingMemory( CPhysicsEnvironment *pEnvironment, void *pGameData, unsigned char *pBuffer, unsigned int bufferSize, CPhysicsObject *pExistingMemory );
#endif // PHYSICS_OBJECT_H