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:
//
//=============================================================================//
#ifndef FRICTION_H
#define FRICTION_H
#ifdef _WIN32
#pragma once
#endif
// NOTE: This is an iterator for the contact points on an object
// NOTE: This should only be used temporarily. Holding one of these
// NOTE: across collision callbacks or calls into simulation will cause errors!
// NOTE: VPHYSICS may choose to make the data contained within this object invalid
// NOTE: any time simulation is run.
class IPhysicsFrictionSnapshot
{
public:
virtual ~IPhysicsFrictionSnapshot() {}
virtual bool IsValid() = 0;
// Object 0 is this object, Object 1 is the other object
virtual IPhysicsObject *GetObject( int index ) = 0;
virtual int GetMaterial( int index ) = 0;
virtual void GetContactPoint( Vector &out ) = 0;
// points away from source object
virtual void GetSurfaceNormal( Vector &out ) = 0;
virtual float GetNormalForce() = 0;
virtual float GetEnergyAbsorbed() = 0;
// recompute friction (useful if dynamically altering materials/mass)
virtual void RecomputeFriction() = 0;
// clear all friction force at this contact point
virtual void ClearFrictionForce() = 0;
virtual void MarkContactForDelete() = 0;
virtual void DeleteAllMarkedContacts( bool wakeObjects ) = 0;
// Move to the next friction data for this object
virtual void NextFrictionData() = 0;
virtual float GetFrictionCoefficient() = 0;
};
#endif // FRICTION_H