//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef PHYSICS_WORLD_H #define PHYSICS_WORLD_H #pragma once #include "vphysics_interface.h" #include "ivu_types.hxx" #include "utlvector.h" #include "physics_globals.h" class IVP_Environment; class CSleepObjects; class CPhysicsListenerCollision; class CPhysicsListenerConstraint; class IVP_Listener_Collision; class IVP_Listener_Constraint; class IVP_Listener_Object; class IVP_Controller; class CPhysicsFluidController; class CCollisionSolver; class CPhysicsObject; class CDeleteQueue; class IVPhysicsDebugOverlay; struct constraint_limitedhingeparams_t; struct vphysics_save_iphysicsobject_t; class CPhysicsEnvironment : public IPhysicsEnvironment { public: CPhysicsEnvironment( void ); ~CPhysicsEnvironment( void ); virtual void SetDebugOverlay( CreateInterfaceFn debugOverlayFactory ); virtual IVPhysicsDebugOverlay *GetDebugOverlay( void ); void SetGravity( const Vector& gravityVector ); IPhysicsObject *CreatePolyObject( const CPhysCollide *pCollisionModel, int materialIndex, const Vector& position, const QAngle& angles, objectparams_t *pParams ); IPhysicsObject *CreatePolyObjectStatic( const CPhysCollide *pCollisionModel, int materialIndex, const Vector& position, const QAngle& angles, objectparams_t *pParams ); virtual unsigned int GetObjectSerializeSize( IPhysicsObject *pObject ) const; virtual void SerializeObjectToBuffer( IPhysicsObject *pObject, unsigned char *pBuffer, unsigned int bufferSize ); virtual IPhysicsObject *UnserializeObjectFromBuffer( void *pGameData, unsigned char *pBuffer, unsigned int bufferSize, bool enableCollisions ); PxScene *GetPxScene() { return m_pPxScene; } IPhysicsSpring *CreateSpring( IPhysicsObject *pObjectStart, IPhysicsObject *pObjectEnd, springparams_t *pParams ); IPhysicsFluidController *CreateFluidController( IPhysicsObject *pFluidObject, fluidparams_t *pParams ); IPhysicsConstraint *CreateRagdollConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_ragdollparams_t &ragdoll ); virtual IPhysicsConstraint *CreateHingeConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_hingeparams_t &hinge ); virtual IPhysicsConstraint *CreateLimitedHingeConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_limitedhingeparams_t &hinge ); virtual IPhysicsConstraint *CreateFixedConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_fixedparams_t &fixed ); virtual IPhysicsConstraint *CreateSlidingConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_slidingparams_t &sliding ); virtual IPhysicsConstraint *CreateBallsocketConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_ballsocketparams_t &ballsocket ); virtual IPhysicsConstraint *CreatePulleyConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_pulleyparams_t &pulley ); virtual IPhysicsConstraint *CreateLengthConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_lengthparams_t &length ); virtual IPhysicsConstraintGroup *CreateConstraintGroup( const constraint_groupparams_t &group ); virtual void DestroyConstraintGroup( IPhysicsConstraintGroup *pGroup ); void Simulate( float deltaTime ); float GetSimulationTimestep() const; void SetSimulationTimestep( float timestep ); float GetSimulationTime() const; float GetNextFrameTime() const; bool IsInSimulation() const; virtual void DestroyObject( IPhysicsObject * ); virtual void DestroySpring( IPhysicsSpring * ); virtual void DestroyFluidController( IPhysicsFluidController * ); virtual void DestroyConstraint( IPhysicsConstraint * ); virtual void SetCollisionEventHandler( IPhysicsCollisionEvent *pCollisionEvents ); virtual void SetObjectEventHandler( IPhysicsObjectEvent *pObjectEvents ); virtual void SetConstraintEventHandler( IPhysicsConstraintEvent *pConstraintEvents ); virtual IPhysicsShadowController *CreateShadowController( IPhysicsObject *pObject, bool allowTranslation, bool allowRotation ); virtual void DestroyShadowController( IPhysicsShadowController * ); virtual IPhysicsMotionController *CreateMotionController( IMotionEvent *pHandler ); virtual void DestroyMotionController( IPhysicsMotionController *pController ); virtual IPhysicsPlayerController *CreatePlayerController( IPhysicsObject *pObject ); virtual void DestroyPlayerController( IPhysicsPlayerController *pController ); virtual IPhysicsVehicleController *CreateVehicleController( IPhysicsObject *pVehicleBodyObject, const vehicleparams_t ¶ms, unsigned int nVehicleType, IPhysicsGameTrace *pGameTrace ); virtual void DestroyVehicleController( IPhysicsVehicleController *pController ); virtual void SetQuickDelete( bool bQuick ) { m_deleteQuick = bQuick; } virtual bool ShouldQuickDelete() const { return m_deleteQuick; } virtual void TraceBox( trace_t *ptr, const Vector &mins, const Vector &maxs, const Vector &start, const Vector &end ); virtual void SetCollisionSolver( IPhysicsCollisionSolver *pCollisionSolver ); virtual void GetGravity( Vector *pGravityVector ) const; virtual int GetActiveObjectCount() const; virtual void GetActiveObjects( IPhysicsObject **pOutputObjectList ) const; virtual const IPhysicsObject **GetObjectList( int *pOutputObjectCount ) const; virtual bool TransferObject( IPhysicsObject *pObject, IPhysicsEnvironment *pDestinationEnvironment ); IVP_Environment *GetIVPEnvironment( void ) { return m_pPhysEnv; } void ClearDeadObjects( void ); IVP_Controller *GetDragController() { return m_pDragController; } const IVP_Controller *GetDragController() const { return m_pDragController; } virtual void SetAirDensity( float density ); virtual float GetAirDensity( void ) const; virtual void ResetSimulationClock( void ); virtual IPhysicsObject *CreateSphereObject( float radius, int materialIndex, const Vector &position, const QAngle &angles, objectparams_t *pParams, bool isStatic ); virtual void CleanupDeleteList(); virtual void EnableDeleteQueue( bool enable ) { m_queueDeleteObject = enable; } // debug virtual bool IsCollisionModelUsed( CPhysCollide *pCollide ) const; // trace against the physics world virtual void TraceRay( const Ray_t &ray, unsigned int fMask, IPhysicsTraceFilter *pTraceFilter, trace_t *pTrace ); virtual void SweepCollideable( const CPhysCollide *pCollide, const Vector &vecAbsStart, const Vector &vecAbsEnd, const QAngle &vecAngles, unsigned int fMask, IPhysicsTraceFilter *pTraceFilter, trace_t *pTrace ); // performance tuning virtual void GetPerformanceSettings( physics_performanceparams_t *pOutput ) const; virtual void SetPerformanceSettings( const physics_performanceparams_t *pSettings ); // perf/cost statistics virtual void ReadStats( physics_stats_t *pOutput ); virtual void ClearStats(); virtual void EnableConstraintNotify( bool bEnable ); // debug virtual void DebugCheckContacts(void); // Save/restore bool Save( const physsaveparams_t ¶ms ); void PreRestore( const physprerestoreparams_t ¶ms ); bool Restore( const physrestoreparams_t ¶ms ); void PostRestore(); void PhantomAdd( CPhysicsObject *pObject ); void PhantomRemove( CPhysicsObject *pObject ); void AddPlayerController( IPhysicsPlayerController *pController ); void RemovePlayerController( IPhysicsPlayerController *pController ); IPhysicsPlayerController *FindPlayerController( IPhysicsObject *pObject ); IPhysicsCollisionEvent *GetCollisionEventHandler(); // a constraint is being disabled - report the game DLL as "broken" void NotifyConstraintDisabled( IPhysicsConstraint *pConstraint ); private: IVP_Environment *m_pPhysEnv; IVP_Controller *m_pDragController; IVPhysicsDebugOverlay *m_pDebugOverlay; // Interface to use for drawing debug overlays. CUtlVector m_objects; CUtlVector m_deadObjects; CUtlVector m_fluids; CUtlVector m_playerControllers; CSleepObjects *m_pSleepEvents; CPhysicsListenerCollision *m_pCollisionListener; CCollisionSolver *m_pCollisionSolver; CPhysicsListenerConstraint *m_pConstraintListener; CDeleteQueue *m_pDeleteQueue; int m_lastObjectThisTick; bool m_deleteQuick; bool m_inSimulation; bool m_queueDeleteObject; bool m_fixedTimestep; bool m_enableConstraintNotify; PxDefaultCpuDispatcher *m_pPxDispatcher; PxScene *m_pPxScene; }; extern IPhysicsEnvironment *CreatePhysicsEnvironment( void ); class IVP_Synapse_Friction; class IVP_Real_Object; extern IVP_Real_Object *GetOppositeSynapseObject( IVP_Synapse_Friction *pfriction ); extern IPhysicsObjectPairHash *CreateObjectPairHash(); #endif // PHYSICS_WORLD_H