Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "physics_friction.h"
#include "vphysics/friction.h"
#include "ivp_mindist.hxx"
#include "ivp_mindist_intern.hxx"
#include "ivp_listener_collision.hxx"
#include "ivp_friction.hxx"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CFrictionSnapshot : public IPhysicsFrictionSnapshot
{
public:
CFrictionSnapshot( IVP_Real_Object *pObject );
~CFrictionSnapshot();
bool IsValid();
// Object 0 is this object, Object 1 is the other object
IPhysicsObject *GetObject( int index );
int GetMaterial( int index );
void GetContactPoint( Vector &out );
void GetSurfaceNormal( Vector &out );
float GetNormalForce();
float GetEnergyAbsorbed();
void RecomputeFriction();
void ClearFrictionForce();
void MarkContactForDelete();
void DeleteAllMarkedContacts( bool wakeObjects );
void NextFrictionData();
float GetFrictionCoefficient();
private:
void SetFrictionSynapse( IVP_Synapse_Friction *pSet );
CUtlVector<IVP_Real_Object *> *m_pDeleteList;
IVP_Real_Object *m_pObject;
IVP_Synapse_Friction *m_pFriction;
IVP_Contact_Point *m_pContactPoint;
int m_synapseIndex;
};
CFrictionSnapshot::CFrictionSnapshot( IVP_Real_Object *pObject ) : m_pObject(pObject)
{
m_pDeleteList = NULL;
//SetFrictionSynapse( pObject->get_first_friction_synapse() );
}
CFrictionSnapshot::~CFrictionSnapshot()
{
delete m_pDeleteList;
}
void CFrictionSnapshot::DeleteAllMarkedContacts( bool wakeObjects )
{
if ( !m_pDeleteList )
return;
for ( int i = 0; i < m_pDeleteList->Count(); i++ )
{
if ( wakeObjects )
{
m_pDeleteList->Element(i)->ensure_in_simulation();
}
DeleteAllFrictionPairs( m_pObject, m_pDeleteList->Element(i) );
}
m_pFriction = NULL;
}
void CFrictionSnapshot::SetFrictionSynapse( IVP_Synapse_Friction *pSet )
{
if ( pSet )
{
m_pFriction = pSet;
m_pContactPoint = pSet->get_contact_point();
m_synapseIndex = (pSet == m_pContactPoint->get_synapse(0)) ? 0 : 1;
}
else
{
m_pFriction = NULL;
m_pContactPoint = NULL;
m_synapseIndex = 0;
}
}
bool CFrictionSnapshot::IsValid()
{
return m_pFriction != NULL ? true : false;
}
IPhysicsObject *CFrictionSnapshot::GetObject( int index )
{
return NULL;
}
void CFrictionSnapshot::MarkContactForDelete()
{
IVP_Synapse_Friction *pFriction = m_pContactPoint->get_synapse(!m_synapseIndex);
IVP_Real_Object *pObject = pFriction->get_object();
Assert(pObject != m_pObject);
if ( pObject != m_pObject )
{
if ( !m_pDeleteList )
{
m_pDeleteList = new CUtlVector<IVP_Real_Object *>;
}
m_pDeleteList->AddToTail( pObject );
}
}
int CFrictionSnapshot::GetMaterial( int index )
{
IVP_Material *ivpMats[2];
m_pContactPoint->get_material_info(ivpMats);
// index 1 is the other one
index ^= m_synapseIndex;
return physprops->GetIVPMaterialIndex( ivpMats[index] );
}
void CFrictionSnapshot::GetContactPoint( Vector &out )
{
ConvertPositionToHL( *m_pContactPoint->get_contact_point_ws(), out );
}
void CFrictionSnapshot::GetSurfaceNormal( Vector &out )
{
float sign[2] = {1,-1};
IVP_U_Float_Point normal;
IVP_Contact_Point_API::get_surface_normal_ws(const_cast<IVP_Contact_Point *>(m_pContactPoint), &normal );
ConvertDirectionToHL( normal, out );
out *= sign[m_synapseIndex];
VectorNormalize(out);
}
float CFrictionSnapshot::GetFrictionCoefficient()
{
return m_pContactPoint->get_friction_factor();
}
float CFrictionSnapshot::GetNormalForce()
{
return ConvertDistanceToHL( IVP_Contact_Point_API::get_vert_force( m_pContactPoint ) );
}
float CFrictionSnapshot::GetEnergyAbsorbed()
{
return ConvertEnergyToHL( IVP_Contact_Point_API::get_eliminated_energy( m_pContactPoint ) );
}
void CFrictionSnapshot::RecomputeFriction()
{
m_pContactPoint->recompute_friction();
}
void CFrictionSnapshot::ClearFrictionForce()
{
m_pContactPoint->set_friction_to_neutral();
}
void CFrictionSnapshot::NextFrictionData()
{
SetFrictionSynapse( m_pFriction->get_next() );
}
IPhysicsFrictionSnapshot *CreateFrictionSnapshot( IVP_Real_Object *pObject )
{
return new CFrictionSnapshot( pObject );
}
void DestroyFrictionSnapshot( IPhysicsFrictionSnapshot *pSnapshot )
{
delete pSnapshot;
}
void DeleteAllFrictionPairs( IVP_Real_Object *pObject0, IVP_Real_Object *pObject1 )
{
pObject0->unlink_contact_points_for_object( pObject1 );
}