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644 lines
17 KiB
644 lines
17 KiB
5 years ago
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//========= 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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//=============================================================================//
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#include "cbase.h"
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#include "physics_vehicle.h"
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#include "ivp_material.hxx"
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#include <ctype.h>
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#include "utlsymbol.h"
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#include "tier1/strtools.h"
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#include "vcollide_parse_private.h"
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#include "ctype.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: This is the data stored for each material/surface propery list
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//-----------------------------------------------------------------------------
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class CSurface : public IVP_Material
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{
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public:
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// IVP_Material
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virtual IVP_DOUBLE get_friction_factor()
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{
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return data.physics.friction;
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}
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virtual IVP_DOUBLE get_elasticity()
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{
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return data.physics.elasticity;
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}
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virtual const char *get_name();
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// UNDONE: not implemented here.
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virtual IVP_DOUBLE get_second_friction_factor()
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{
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return 0;
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}
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virtual IVP_DOUBLE get_adhesion()
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{
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return 0;
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}
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virtual IVP_DOUBLE get_damping()
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{
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return data.physics.dampening;
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}
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// strings
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CUtlSymbol m_name;
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unsigned short m_pad;
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// physics properties
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surfacedata_t data;
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};
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class CPhysicsSurfaceProps;
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class CIVPMaterialManager : public IVP_Material_Manager
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{
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typedef IVP_Material_Manager BaseClass;
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public:
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CIVPMaterialManager( void );
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void Init( CPhysicsSurfaceProps *pProps ) { m_props = pProps; }
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void SetPropMap( int *map, int mapSize );
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int RemapIVPMaterialIndex( int ivpMaterialIndex ) const;
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// IVP_Material_Manager
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virtual IVP_Material *get_material_by_index(IVP_Real_Object *pObject, const IVP_U_Point *world_position, int index);
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virtual IVP_DOUBLE get_friction_factor(IVP_Contact_Situation *situation) // returns values >0, value of 1.0f means object stands on a 45 degres hill
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{
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// vehicle wheels get no friction with stuff that isn't ground
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// helps keep control of the car
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// traction on less than 60 degree slopes.
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float wheelFriction = 1.0f;
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if ( ShouldOverrideWheelContactFriction( &wheelFriction, situation->objects[0], situation->objects[1], &situation->surf_normal ) )
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{
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return wheelFriction;
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}
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IVP_DOUBLE factor = BaseClass::get_friction_factor( situation );
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factor = clamp(factor,0.0,1.0);
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return factor;
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}
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virtual IVP_DOUBLE get_elasticity(IVP_Contact_Situation *situation) // range [0, 1.0f[, the relative speed after a collision compared to the speed before
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{
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IVP_DOUBLE flElasticity = BaseClass::get_elasticity( situation );
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if ( flElasticity > 1.0f )
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{
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flElasticity = 1.0f;
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}
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else if ( flElasticity < 0 )
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{
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flElasticity = 0;
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}
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return flElasticity;
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}
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private:
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CPhysicsSurfaceProps *m_props;
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unsigned short m_propMap[128];
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};
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//-----------------------------------------------------------------------------
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// Purpose: This is the main database of materials
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//-----------------------------------------------------------------------------
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class CPhysicsSurfaceProps : public IPhysicsSurfacePropsInternal
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{
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public:
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CPhysicsSurfaceProps( void );
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~CPhysicsSurfaceProps( void );
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virtual int ParseSurfaceData( const char *pFilename, const char *pTextfile );
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virtual int SurfacePropCount( void ) const;
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virtual int GetSurfaceIndex( const char *pPropertyName ) const;
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virtual void GetPhysicsProperties( int surfaceDataIndex, float *density, float *thickness, float *friction, float *elasticity ) const;
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virtual void GetPhysicsParameters( int surfaceDataIndex, surfacephysicsparams_t *pParamsOut ) const;
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virtual surfacedata_t *GetSurfaceData( int surfaceDataIndex );
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virtual const char *GetString( unsigned short stringTableIndex ) const;
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virtual const char *GetPropName( int surfaceDataIndex ) const;
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virtual void SetWorldMaterialIndexTable( int *pMapArray, int mapSize );
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virtual int RemapIVPMaterialIndex( int ivpMaterialIndex ) const
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{
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return m_ivpManager.RemapIVPMaterialIndex( ivpMaterialIndex );
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}
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bool IsReservedMaterialIndex( int materialIndex ) const;
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virtual const char *GetReservedMaterialName( int materialIndex ) const;
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int GetReservedFallBack( int materialIndex ) const;
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int GetReservedSurfaceIndex( const char *pPropertyName ) const;
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// The database is derived from the IVP material class
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const IVP_Material *GetIVPMaterial( int materialIndex ) const;
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IVP_Material *GetIVPMaterial( int materialIndex );
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virtual int GetIVPMaterialIndex( const IVP_Material *pIVP ) const;
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IVP_Material_Manager *GetIVPManager( void ) { return &m_ivpManager; }
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const char *GetNameString( CUtlSymbol name ) const
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{
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return m_strings.String(name);
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}
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private:
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const CSurface *GetInternalSurface( int materialIndex ) const;
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CSurface *GetInternalSurface( int materialIndex );
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void CopyPhysicsProperties( CSurface *pOut, int baseIndex );
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bool AddFileToDatabase( const char *pFilename );
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private:
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CUtlSymbolTableMT m_strings;
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CUtlVector<CSurface> m_props;
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CUtlVector<CUtlSymbol> m_fileList;
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CIVPMaterialManager m_ivpManager;
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bool m_init;
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int m_shadowFallback;
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};
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// Singleton database object
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CPhysicsSurfaceProps g_SurfaceDatabase;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CPhysicsSurfaceProps, IPhysicsSurfaceProps, VPHYSICS_SURFACEPROPS_INTERFACE_VERSION, g_SurfaceDatabase);
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// Global pointer to singleton for VPHYSICS.DLL internal access
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IPhysicsSurfacePropsInternal *physprops = &g_SurfaceDatabase;
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const char *CSurface::get_name()
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{
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return g_SurfaceDatabase.GetNameString( m_name );
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}
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CPhysicsSurfaceProps::CPhysicsSurfaceProps( void ) : m_fileList(8,8), m_strings( 0, 32, true )
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{
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m_ivpManager.Init( this );
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// Force index 0 to be the empty string. Allows game code to check for zero, but
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// still resolve to a string
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m_strings.AddString("");
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m_init = false;
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m_shadowFallback = 0;
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}
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CPhysicsSurfaceProps::~CPhysicsSurfaceProps( void )
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{
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}
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int CPhysicsSurfaceProps::SurfacePropCount( void ) const
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{
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return m_props.Size();
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}
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// Add the filename to a list to make sure each file is only processed once
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bool CPhysicsSurfaceProps::AddFileToDatabase( const char *pFilename )
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{
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CUtlSymbol id = m_strings.AddString( pFilename );
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for ( int i = 0; i < m_fileList.Size(); i++ )
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{
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if ( m_fileList[i] == id )
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return false;
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}
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m_fileList.AddToTail( id );
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return true;
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}
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int CPhysicsSurfaceProps::GetSurfaceIndex( const char *pPropertyName ) const
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{
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if ( pPropertyName[0] == '$' )
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{
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int index = GetReservedSurfaceIndex( pPropertyName );
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if ( index >= 0 )
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return index;
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}
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CUtlSymbol id = m_strings.Find( pPropertyName );
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if ( id.IsValid() )
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{
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// BUGBUG: Linear search is slow!!!
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for ( int i = 0; i < m_props.Size(); i++ )
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{
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// NOTE: Just comparing strings by index is pretty fast though
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if ( m_props[i].m_name == id )
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return i;
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}
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}
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return -1;
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}
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const char *CPhysicsSurfaceProps::GetPropName( int surfaceDataIndex ) const
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{
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const CSurface *pSurface = GetInternalSurface( surfaceDataIndex );
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if ( pSurface )
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{
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return GetNameString( pSurface->m_name );
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}
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return NULL;
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}
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// UNDONE: move reserved materials into this table, or into a parallel table
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// that gets hooked out here.
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CSurface *CPhysicsSurfaceProps::GetInternalSurface( int materialIndex )
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{
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if ( IsReservedMaterialIndex( materialIndex ) )
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{
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materialIndex = GetReservedFallBack( materialIndex );
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}
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if ( materialIndex < 0 || materialIndex > m_props.Size()-1 )
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{
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return NULL;
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}
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return &m_props[materialIndex];
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}
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// this function is actually const except for the return type, so this is safe
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const CSurface *CPhysicsSurfaceProps::GetInternalSurface( int materialIndex ) const
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{
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return const_cast<CPhysicsSurfaceProps *>(this)->GetInternalSurface(materialIndex);
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}
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void CPhysicsSurfaceProps::GetPhysicsProperties( int materialIndex, float *density, float *thickness, float *friction, float *elasticity ) const
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{
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const CSurface *pSurface = GetInternalSurface( materialIndex );
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if ( !pSurface )
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{
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pSurface = GetInternalSurface( GetSurfaceIndex( "default" ) );
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Assert ( pSurface );
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}
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if ( pSurface )
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{
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if ( friction )
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{
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*friction = (float)pSurface->data.physics.friction;
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}
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if ( elasticity )
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{
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*elasticity = (float)pSurface->data.physics.elasticity;
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}
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if ( density )
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{
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*density = pSurface->data.physics.density;
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}
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if ( thickness )
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{
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*thickness = pSurface->data.physics.thickness;
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}
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}
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}
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void CPhysicsSurfaceProps::GetPhysicsParameters( int surfaceDataIndex, surfacephysicsparams_t *pParamsOut ) const
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{
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if ( !pParamsOut )
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return;
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const CSurface *pSurface = GetInternalSurface( surfaceDataIndex );
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if ( pSurface )
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{
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*pParamsOut = pSurface->data.physics;
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}
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}
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surfacedata_t *CPhysicsSurfaceProps::GetSurfaceData( int materialIndex )
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{
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CSurface *pSurface = GetInternalSurface( materialIndex );
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if (!pSurface)
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pSurface = GetInternalSurface( 0 ); // Zero is always the "default" property
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Assert ( pSurface );
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return &pSurface->data;
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}
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const char *CPhysicsSurfaceProps::GetString( unsigned short stringTableIndex ) const
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{
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return m_strings.String( stringTableIndex );
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}
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bool CPhysicsSurfaceProps::IsReservedMaterialIndex( int materialIndex ) const
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{
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return (materialIndex > 127) ? true : false;
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}
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const char *CPhysicsSurfaceProps::GetReservedMaterialName( int materialIndex ) const
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{
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// NOTE: All of these must start with '$'
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switch( materialIndex )
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{
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case MATERIAL_INDEX_SHADOW:
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return "$MATERIAL_INDEX_SHADOW";
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}
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return NULL;
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}
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int CPhysicsSurfaceProps::GetReservedSurfaceIndex( const char *pPropertyName ) const
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{
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if ( !Q_stricmp( pPropertyName, "$MATERIAL_INDEX_SHADOW" ) )
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{
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return MATERIAL_INDEX_SHADOW;
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}
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return -1;
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}
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const IVP_Material *CPhysicsSurfaceProps::GetIVPMaterial( int materialIndex ) const
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{
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return GetInternalSurface(materialIndex);
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}
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IVP_Material *CPhysicsSurfaceProps::GetIVPMaterial( int materialIndex )
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{
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return GetInternalSurface(materialIndex);
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}
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int CPhysicsSurfaceProps::GetReservedFallBack( int materialIndex ) const
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{
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switch( materialIndex )
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{
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case MATERIAL_INDEX_SHADOW:
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return m_shadowFallback;
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}
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return 0;
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}
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int CPhysicsSurfaceProps::GetIVPMaterialIndex( const IVP_Material *pIVP ) const
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{
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int index = (const CSurface *)pIVP - m_props.Base();
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if ( index >= 0 && index < m_props.Size() )
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return index;
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return -1;
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}
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void CPhysicsSurfaceProps::CopyPhysicsProperties( CSurface *pOut, int baseIndex )
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{
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const CSurface *pSurface = GetInternalSurface( baseIndex );
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if ( pSurface )
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{
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pOut->data = pSurface->data;
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}
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}
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int CPhysicsSurfaceProps::ParseSurfaceData( const char *pFileName, const char *pTextfile )
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{
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if ( !AddFileToDatabase( pFileName ) )
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{
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return 0;
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}
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const char *pText = pTextfile;
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do
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{
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char key[MAX_KEYVALUE], value[MAX_KEYVALUE];
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pText = ParseKeyvalue( pText, key, value );
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if ( !strcmp(value, "{") )
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{
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CSurface prop;
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memset( &prop.data, 0, sizeof(prop.data) );
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prop.m_name = m_strings.AddString( key );
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int baseMaterial = GetSurfaceIndex( key );
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if ( baseMaterial < 0 )
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{
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baseMaterial = GetSurfaceIndex( "default" );
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}
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CopyPhysicsProperties( &prop, baseMaterial );
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do
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{
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pText = ParseKeyvalue( pText, key, value );
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if ( !strcmpi( key, "}" ) )
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{
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// already in the database, don't add again, override values instead
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const char *pOverride = m_strings.String(prop.m_name);
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int propIndex = GetSurfaceIndex( pOverride );
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if ( propIndex >= 0 )
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{
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CSurface *pSurface = GetInternalSurface( propIndex );
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pSurface->data = prop.data;
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break;
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}
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m_props.AddToTail( prop );
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break;
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}
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else if ( !strcmpi( key, "base" ) )
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{
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baseMaterial = GetSurfaceIndex( value );
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CopyPhysicsProperties( &prop, baseMaterial );
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}
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else if ( !strcmpi( key, "thickness" ) )
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{
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prop.data.physics.thickness = atof(value);
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}
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else if ( !strcmpi( key, "density" ) )
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{
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prop.data.physics.density = atof(value);
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}
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else if ( !strcmpi( key, "elasticity" ) )
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{
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prop.data.physics.elasticity = atof(value);
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}
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||
|
else if ( !strcmpi( key, "friction" ) )
|
||
|
{
|
||
|
prop.data.physics.friction = atof(value);
|
||
|
}
|
||
|
else if ( !strcmpi( key, "maxspeedfactor" ) )
|
||
|
{
|
||
|
prop.data.game.maxSpeedFactor = atof(value);
|
||
|
}
|
||
|
else if ( !strcmpi( key, "jumpfactor" ) )
|
||
|
{
|
||
|
prop.data.game.jumpFactor = atof(value);
|
||
|
}
|
||
|
else if ( !strcmpi( key, "climbable" ) )
|
||
|
{
|
||
|
prop.data.game.climbable = atoi(value);
|
||
|
}
|
||
|
// audio parameters
|
||
|
else if ( !strcmpi( key, "audioReflectivity" ) )
|
||
|
{
|
||
|
prop.data.audio.reflectivity = atof(value);
|
||
|
}
|
||
|
else if ( !strcmpi( key, "audioHardnessFactor" ) )
|
||
|
{
|
||
|
prop.data.audio.hardnessFactor = atof(value);
|
||
|
}
|
||
|
else if ( !strcmpi( key, "audioHardMinVelocity" ) )
|
||
|
{
|
||
|
prop.data.audio.hardVelocityThreshold = atof(value);
|
||
|
}
|
||
|
else if ( !strcmpi( key, "audioRoughnessFactor" ) )
|
||
|
{
|
||
|
prop.data.audio.roughnessFactor = atof(value);
|
||
|
}
|
||
|
else if ( !strcmpi( key, "scrapeRoughThreshold" ) )
|
||
|
{
|
||
|
prop.data.audio.roughThreshold = atof(value);
|
||
|
}
|
||
|
else if ( !strcmpi( key, "impactHardThreshold" ) )
|
||
|
{
|
||
|
prop.data.audio.hardThreshold = atof(value);
|
||
|
}
|
||
|
// sound names
|
||
|
else if ( !strcmpi( key, "stepleft" ) )
|
||
|
{
|
||
|
prop.data.sounds.stepleft = m_strings.AddString( value );
|
||
|
}
|
||
|
else if ( !strcmpi( key, "stepright" ) )
|
||
|
{
|
||
|
prop.data.sounds.stepright = m_strings.AddString( value );
|
||
|
}
|
||
|
else if ( !strcmpi( key, "impactsoft" ) )
|
||
|
{
|
||
|
prop.data.sounds.impactSoft = m_strings.AddString( value );
|
||
|
}
|
||
|
else if ( !strcmpi( key, "impacthard" ) )
|
||
|
{
|
||
|
prop.data.sounds.impactHard = m_strings.AddString( value );
|
||
|
}
|
||
|
else if ( !strcmpi( key, "scrapesmooth" ) )
|
||
|
{
|
||
|
prop.data.sounds.scrapeSmooth = m_strings.AddString( value );
|
||
|
}
|
||
|
else if ( !strcmpi( key, "scraperough" ) )
|
||
|
{
|
||
|
prop.data.sounds.scrapeRough = m_strings.AddString( value );
|
||
|
}
|
||
|
else if ( !strcmpi( key, "bulletimpact" ) )
|
||
|
{
|
||
|
prop.data.sounds.bulletImpact = m_strings.AddString( value );
|
||
|
}
|
||
|
else if ( !strcmpi( key, "break" ) )
|
||
|
{
|
||
|
prop.data.sounds.breakSound = m_strings.AddString( value );
|
||
|
}
|
||
|
else if ( !strcmpi( key, "strain" ) )
|
||
|
{
|
||
|
prop.data.sounds.strainSound = m_strings.AddString( value );
|
||
|
}
|
||
|
else if ( !strcmpi( key, "rolling" ) )
|
||
|
{
|
||
|
prop.data.sounds.rolling = m_strings.AddString( value );
|
||
|
}
|
||
|
else if ( !strcmpi( key, "gamematerial" ) )
|
||
|
{
|
||
|
if ( strlen(value) == 1 && !V_isdigit( value[0]) )
|
||
|
{
|
||
|
prop.data.game.material = toupper(value[0]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
prop.data.game.material = atoi(value);
|
||
|
}
|
||
|
}
|
||
|
else if ( !strcmpi( key, "dampening" ) )
|
||
|
{
|
||
|
prop.data.physics.dampening = atof(value);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// force a breakpoint
|
||
|
AssertMsg2( 0, "Bad surfaceprop key %s (%s)\n", key, value );
|
||
|
}
|
||
|
} while (pText);
|
||
|
}
|
||
|
} while (pText);
|
||
|
|
||
|
if ( !m_init )
|
||
|
{
|
||
|
m_init = true;
|
||
|
//AddReservedMaterials
|
||
|
CSurface prop;
|
||
|
|
||
|
int baseMaterial = GetSurfaceIndex( "default" );
|
||
|
memset( &prop.data, 0, sizeof(prop.data) );
|
||
|
prop.m_name = m_strings.AddString( GetReservedMaterialName(MATERIAL_INDEX_SHADOW) );
|
||
|
CopyPhysicsProperties( &prop, baseMaterial );
|
||
|
prop.data.physics.elasticity = 1e-3f;
|
||
|
prop.data.physics.friction = 0.8f;
|
||
|
m_shadowFallback = m_props.AddToTail( prop );
|
||
|
}
|
||
|
return m_props.Size();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CPhysicsSurfaceProps::SetWorldMaterialIndexTable( int *pMapArray, int mapSize )
|
||
|
{
|
||
|
m_ivpManager.SetPropMap( pMapArray, mapSize );
|
||
|
}
|
||
|
|
||
|
CIVPMaterialManager::CIVPMaterialManager( void ) : IVP_Material_Manager( IVP_FALSE )
|
||
|
{
|
||
|
// by default every index maps to itself (NULL translation)
|
||
|
for ( int i = 0; i < ARRAYSIZE(m_propMap); i++ )
|
||
|
{
|
||
|
m_propMap[i] = i;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int CIVPMaterialManager::RemapIVPMaterialIndex( int ivpMaterialIndex ) const
|
||
|
{
|
||
|
if ( ivpMaterialIndex > 127 )
|
||
|
return ivpMaterialIndex;
|
||
|
|
||
|
return m_propMap[ivpMaterialIndex];
|
||
|
}
|
||
|
|
||
|
// remap the incoming (from IVP) index and get the appropriate material
|
||
|
// note that ivp will only supply indices between 1 and 127
|
||
|
IVP_Material *CIVPMaterialManager::get_material_by_index(IVP_Real_Object *pObject, const IVP_U_Point *world_position, int index)
|
||
|
{
|
||
|
IVP_Material *tmp = m_props->GetIVPMaterial( RemapIVPMaterialIndex(index) );
|
||
|
Assert(tmp);
|
||
|
if ( tmp )
|
||
|
{
|
||
|
return tmp;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return m_props->GetIVPMaterial( m_props->GetSurfaceIndex( "default" ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Installs a LUT for remapping IVP material indices to physprop indices
|
||
|
// A table of the names of the materials in index order is stored with the
|
||
|
// compiled bsp file. This is then remapped dynamically without touching the
|
||
|
// per-triangle indices on load. If we wanted to support multiple LUTs, it would
|
||
|
// be better to preprocess/remap the triangles in the collision models at load time
|
||
|
void CIVPMaterialManager::SetPropMap( int *map, int mapSize )
|
||
|
{
|
||
|
// ??? just ignore any extra bits
|
||
|
if ( mapSize > 128 )
|
||
|
{
|
||
|
mapSize = 128;
|
||
|
}
|
||
|
|
||
|
for ( int i = 0; i < mapSize; i++ )
|
||
|
{
|
||
|
m_propMap[i] = (unsigned short)map[i];
|
||
|
}
|
||
|
}
|