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