Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

178 lines
5.4 KiB

//========= Copyright © Valve Corporation, All rights reserved. ============//
//
// A small subset of CRnWorld
// Note: mathlib is tentative place for this code. We will probably move it to a separate lib or dll or vphysics.dll
//
#ifndef MATHLIB_SOFTBODY_ENV_HDR
#define MATHLIB_SOFTBODY_ENV_HDR
#include "mathlib/vector.h"
#include "rubikon/param_types.h"
#include "tier1/utlincrementalvector.h"
#include "mathlib/softbody.h"
#include "rubikon/intersection.h"
#include "mathlib/aabb.h"
#include "mathlib/dynamictree.h"
class CDynamicTree;
class CSoftbodyCollisionSphere;
class CSoftbodyCollisionCapsule;
class CSoftbodyCollisionFilter
{
public:
CSoftbodyCollisionFilter();
void InitGroup( int nGroup, CollisionGroupPairFlags defaultFlags = 0 );
uint16 TestSimulation( const RnCollisionAttr_t &left, const RnCollisionAttr_t &right )const;
public:
enum ConstEnum_t{ MAX_GROUPS = COLLISION_GROUPS_MAX_ALLOWED };
CollisionGroupPairFlags m_GroupPairs[ MAX_GROUPS ][ MAX_GROUPS ];
};
class CSoftbodyCollisionShape
{
public:
CSoftbodyCollisionShape( PhysicsShapeType_t type ) : m_nType( type ), m_nProxyId( -1 ) {}
// CSoftbodyCollisionSphere *IsSphere();
// CSoftbodyCollisionCapsule *IsCapsule();
// Shape type
PhysicsShapeType_t GetType( void ) const { return m_nType; }
const RnCollisionAttr_t &GetCollisionAttributes( void ) const { return m_CollisionAttr; }
RnCollisionAttr_t &GetCollisionAttributes( void ) { return m_CollisionAttr; }
int32 GetProxyId() const { return m_nProxyId; }
void SetProxyId( int32 nProxyId ){ m_nProxyId = nProxyId; }
AABB_t GetBbox()const;
protected:
RnCollisionAttr_t m_CollisionAttr;
PhysicsShapeType_t m_nType; // not really necessary..
int32 m_nProxyId;
};
class CSoftbodyCollisionSphere: public CSoftbodyCollisionShape
{
public:
CSoftbodyCollisionSphere() : CSoftbodyCollisionShape( SHAPE_SPHERE ){}
void SetRadius( float flRadius ) { m_flRadius = flRadius; }
float GetRadius() const { return m_flRadius; }
void SetCenter( const Vector &vCenter ){ m_vCenter = vCenter; }
const Vector &GetCenter()const { return m_vCenter; }
AABB_t GetBbox()const;
protected:
Vector m_vCenter;
float m_flRadius;
};
class CSoftbodyCollisionCapsule : public CSoftbodyCollisionShape
{
public:
CSoftbodyCollisionCapsule() : CSoftbodyCollisionShape( SHAPE_CAPSULE ) {}
void SetRadius( float flRadius ) { m_flRadius = flRadius; }
float GetRadius() const { return m_flRadius; }
void SetCenter( int nIndex, const Vector &vCenter ){ m_vCenter[ nIndex ] = vCenter; }
const Vector &GetCenter( int nIndex )const { return m_vCenter[ nIndex ]; }
AABB_t GetBbox()const;
protected:
Vector m_vCenter[2];
float m_flRadius;
};
class CSoftbodyEnvironment
{
public:
CSoftbodyEnvironment();
uint GetSoftbodySimulationFlags()const { return 0; }
uint GetSoftbodyIterations() const { return m_nIterations; }
void SetSoftbodyIterations( int nIterations ) { m_nIterations = nIterations; }
CDynamicTree *GetBroadphaseTree() { return &m_BroadphaseTree; }
const VectorAligned &GetGravity()const { return m_vGravity; }
CDebugHighlightCone& GetDebugHighlightCone() { return m_DebugHighlightCone; }
void Register( CSoftbody *pSoftbody ) { m_Softbodies.AddToTail( pSoftbody ); }
void Unregister( CSoftbody *pSoftbody ) { m_Softbodies.FindAndFastRemove( pSoftbody ); }
void Step( float dt, float flSubstepDt = 1.0f / 60.0f, int nMaxSubsteps = 3 );
int GetSoftbodyCount() const { return m_Softbodies.Count(); }
CSoftbody* GetSoftbody( int i ) { return m_Softbodies[ i ]; }
void Add( CSoftbodyCollisionShape * pShape );
void AddOrUpdate( CSoftbodyCollisionShape * pShape );
void Update( CSoftbodyCollisionShape * pShape );
void Remove( CSoftbodyCollisionShape * pShape );
const Vector4DAligned &GetWindDesc() const { return m_vWindDesc; }
void SetWind( const Vector & vWind );
void SetWindDesc( const Vector &vWindDir, float flStrength ) { m_vWindDesc.Init( vWindDir, flStrength ); }
void SetNoWind() { m_vWindDesc.Init( 1, 0, 0, 0 ); }
public:
CSoftbodyCollisionFilter m_Filter;
protected:
Vector4DAligned m_vWindDesc; // normalized direction in x,y,z and strength in w
VectorAligned m_vGravity;
CDynamicTree m_BroadphaseTree;
int m_nIterations;
CDebugHighlightCone m_DebugHighlightCone;
CUtlIncrementalVector< CSoftbody, CSoftbody::CWorldIndexPred > m_Softbodies;
float m_flAccumulatedTimeSlack;
};
inline CSoftbodyEnvironment::CSoftbodyEnvironment()
{
SetNoWind();
m_flAccumulatedTimeSlack = 0.0f;
m_nIterations = 1;
m_vGravity.Init( 0, 0, -360 );
}
inline void CSoftbodyEnvironment::Step( float dt, float flSubstepDt, int nMaxSubsteps )
{
m_flAccumulatedTimeSlack += dt;
if ( m_flAccumulatedTimeSlack < flSubstepDt )
return;
float flSubsteps = m_flAccumulatedTimeSlack / flSubstepDt;
int nSubsteps = int( flSubsteps );
if ( nSubsteps < nMaxSubsteps )
{
m_flAccumulatedTimeSlack = m_flAccumulatedTimeSlack - floorf( flSubsteps * flSubstepDt );
}
else
{
nSubsteps = nMaxSubsteps;
m_flAccumulatedTimeSlack = 0.0f;
}
for ( int i = 0; i < m_Softbodies.Count(); ++i )
{
CSoftbody *pSoftbody = m_Softbodies[ i ];
for ( int j = 0; j < nSubsteps; ++j )
{
pSoftbody->Step( flSubstepDt );
}
}
}
inline AABB_t CSoftbodyCollisionShape::GetBbox()const
{
switch ( m_nType )
{
default:
Assert( m_nType == SHAPE_SPHERE );
return static_cast< const CSoftbodyCollisionSphere* >( this )->GetBbox();
case SHAPE_CAPSULE:
return static_cast< const CSoftbodyCollisionCapsule* >( this )->GetBbox();
}
}
#endif