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