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233 lines
7.3 KiB
233 lines
7.3 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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//=============================================================================// |
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#include "cbase.h" |
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#include "physics_fluid.h" |
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#include "ivp_compact_surface.hxx" |
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#include "ivp_surman_polygon.hxx" |
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#include "ivp_phantom.hxx" |
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#include "ivp_controller_buoyancy.hxx" |
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#include "ivp_liquid_surface_descript.hxx" |
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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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// NOTE: This is auto-deleted by the phantom controller |
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class CBuoyancyAttacher : public IVP_Attacher_To_Cores_Buoyancy |
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{ |
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public: |
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virtual IVP_Template_Buoyancy *get_parameters_per_core( IVP_Core *pCore ); |
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CBuoyancyAttacher(IVP_Template_Buoyancy &templ, IVP_U_Set_Active<IVP_Core> *set_of_cores_, IVP_Liquid_Surface_Descriptor *liquid_surface_descriptor_); |
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float m_density; |
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}; |
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CPhysicsFluidController::CPhysicsFluidController( CBuoyancyAttacher *pBuoy, IVP_Liquid_Surface_Descriptor *pLiquid, CPhysicsObject *pObject, int nContents ) |
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{ |
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m_pBuoyancy = pBuoy; |
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m_pLiquidSurface = pLiquid; |
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m_pObject = pObject; |
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m_nContents = nContents; |
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} |
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CPhysicsFluidController::~CPhysicsFluidController( void ) |
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{ |
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delete m_pLiquidSurface; |
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} |
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void CPhysicsFluidController::SetGameData( void *pGameData ) |
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{ |
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m_pGameData = pGameData; |
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} |
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void *CPhysicsFluidController::GetGameData( void ) const |
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{ |
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return m_pGameData; |
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} |
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void CPhysicsFluidController::GetSurfacePlane( Vector *pNormal, float *pDist ) const |
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{ |
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IVP_U_Float_Hesse surface; |
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IVP_U_Float_Point abs_speed_of_current; |
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m_pLiquidSurface->calc_liquid_surface( GetIVPObject()->get_core()->environment, |
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GetIVPObject()->get_core(), &surface, &abs_speed_of_current ); |
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ConvertPlaneToHL( surface, pNormal, pDist ); |
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if ( pNormal ) |
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{ |
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*pNormal *= -1; |
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} |
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if ( pDist ) |
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{ |
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*pDist *= -1; |
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} |
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} |
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IVP_Real_Object *CPhysicsFluidController::GetIVPObject() |
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{ |
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return m_pObject->GetObject(); |
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} |
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const IVP_Real_Object *CPhysicsFluidController::GetIVPObject() const |
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{ |
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return m_pObject->GetObject(); |
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} |
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float CPhysicsFluidController::GetDensity() const |
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{ |
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return m_pBuoyancy->m_density; |
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} |
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void CPhysicsFluidController::WakeAllSleepingObjects() |
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{ |
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GetIVPObject()->get_controller_phantom()->wake_all_sleeping_objects(); |
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} |
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int CPhysicsFluidController::GetContents() const |
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{ |
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return m_nContents; |
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} |
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IVP_Template_Buoyancy *CBuoyancyAttacher::get_parameters_per_core( IVP_Core *pCore ) |
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{ |
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if ( pCore ) |
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{ |
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IVP_Real_Object *pivp = pCore->objects.element_at(0); |
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CPhysicsObject *pPhys = static_cast<CPhysicsObject *>(pivp->client_data); |
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// This ratio is for objects whose mass / (collision model) volume is not equal to their density. |
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// Keep the fluid pressure/friction solution for the volume, but scale the buoyant force calculations |
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// to be in line with the object's real density. This is accompilshed by changing the fluid's density |
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// on a per-object basis. |
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float ratio = pPhys->GetBuoyancyRatio(); |
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if ( pPhys->GetShadowController() || !(pPhys->CallbackFlags() & CALLBACK_DO_FLUID_SIMULATION) ) |
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{ |
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// NOTE: don't do buoyancy on these guys for now! |
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template_buoyancy.medium_density = 0; |
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} |
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else |
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{ |
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template_buoyancy.medium_density = m_density * ratio; |
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} |
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} |
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else |
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{ |
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template_buoyancy.medium_density = m_density; |
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} |
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return &template_buoyancy; |
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} |
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CBuoyancyAttacher::CBuoyancyAttacher(IVP_Template_Buoyancy &templ, IVP_U_Set_Active<IVP_Core> *set_of_cores_, IVP_Liquid_Surface_Descriptor *liquid_surface_descriptor_) |
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:IVP_Attacher_To_Cores_Buoyancy(templ, set_of_cores_, liquid_surface_descriptor_) |
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{ |
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m_density = templ.medium_density; |
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} |
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//----------------------------------------------------------------------------- |
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// Defines the surface descriptor in local space |
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//----------------------------------------------------------------------------- |
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class CLiquidSurfaceDescriptor : public IVP_Liquid_Surface_Descriptor |
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{ |
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public: |
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CLiquidSurfaceDescriptor( CPhysicsObject *pFluidObject, const Vector4D &plane, const Vector ¤t ) |
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{ |
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cplane_t worldPlane; |
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worldPlane.normal = plane.AsVector3D(); |
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worldPlane.dist = plane[3]; |
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matrix3x4_t matObjectToWorld; |
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pFluidObject->GetPositionMatrix( &matObjectToWorld ); |
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MatrixITransformPlane( matObjectToWorld, worldPlane, m_objectSpacePlane ); |
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VectorIRotate( current, matObjectToWorld, m_vecObjectSpaceCurrent ); |
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m_pFluidObject = pFluidObject; |
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} |
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virtual void calc_liquid_surface( IVP_Environment * /*environment*/, |
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IVP_Core * /*core*/, |
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IVP_U_Float_Hesse *surface_normal_out, |
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IVP_U_Float_Point *abs_speed_of_current_out) |
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{ |
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cplane_t worldPlane; |
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matrix3x4_t matObjectToWorld; |
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m_pFluidObject->GetPositionMatrix( &matObjectToWorld ); |
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MatrixTransformPlane( matObjectToWorld, m_objectSpacePlane, worldPlane ); |
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worldPlane.normal *= -1.0f; |
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worldPlane.dist *= -1.0f; |
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IVP_U_Float_Hesse worldSurface; |
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ConvertPlaneToIVP( worldPlane.normal, worldPlane.dist, worldSurface ); |
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surface_normal_out->set(&worldSurface); |
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surface_normal_out->hesse_val = worldSurface.hesse_val; |
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Vector worldSpaceCurrent; |
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VectorRotate( m_vecObjectSpaceCurrent, matObjectToWorld, worldSpaceCurrent ); |
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IVP_U_Float_Point ivpWorldSpaceCurrent; |
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ConvertDirectionToIVP( worldSpaceCurrent, ivpWorldSpaceCurrent ); |
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abs_speed_of_current_out->set( &ivpWorldSpaceCurrent ); |
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} |
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private: |
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Vector m_vecObjectSpaceCurrent; |
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cplane_t m_objectSpacePlane; |
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CPhysicsObject *m_pFluidObject; |
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}; |
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CPhysicsFluidController *CreateFluidController( IVP_Environment *pEnvironment, CPhysicsObject *pFluidObject, fluidparams_t *pParams ) |
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{ |
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pFluidObject->BecomeTrigger(); |
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return NULL; |
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IVP_Controller_Phantom *pPhantom = pFluidObject->GetObject()->get_controller_phantom(); |
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if ( !pPhantom ) |
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return NULL; |
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IVP_Liquid_Surface_Descriptor *lsd = new CLiquidSurfaceDescriptor( pFluidObject, pParams->surfacePlane, pParams->currentVelocity ); |
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int surfaceprops = pFluidObject->GetMaterialIndex(); |
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float density = physprops->GetSurfaceData( surfaceprops )->physics.density; |
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// --------------------------------------------- |
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// create parameter template for Buoyancy_Solver |
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// --------------------------------------------- |
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// UNDONE: Expose these other parametersd |
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IVP_Template_Buoyancy buoyancy_input; |
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buoyancy_input.medium_density = ConvertDensityToIVP(density); // density of water (unit: kg/m^3) |
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buoyancy_input.pressure_damp_factor = pParams->damping; |
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buoyancy_input.viscosity_factor = 0.0f; |
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buoyancy_input.torque_factor = 0.01f; |
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buoyancy_input.viscosity_input_factor = 0.1f; |
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// ------------------------------------------------------------------------------- |
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// create "water" (i.e. buoyancy solver) and attach a dynamic list of object cores |
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// ------------------------------------------------------------------------------- |
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CBuoyancyAttacher *attacher_to_cores_buoyancy = new CBuoyancyAttacher( buoyancy_input, pPhantom->get_intruding_cores(), lsd ); |
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CPhysicsFluidController *pFluid = new CPhysicsFluidController( attacher_to_cores_buoyancy, lsd, pFluidObject, pParams->contents ); |
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pFluid->SetGameData( pParams->pGameData ); |
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pPhantom->client_data = static_cast<void *>(pFluid); |
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return pFluid; |
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} |
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bool SavePhysicsFluidController( const physsaveparams_t ¶ms, CPhysicsFluidController *pFluidObject ) |
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{ |
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return false; |
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} |
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bool RestorePhysicsFluidController( const physrestoreparams_t ¶ms, CPhysicsFluidController **ppFluidObject ) |
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{ |
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return false; |
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} |
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