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