Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "physics_friction.h"
#include "vphysics/friction.h"
#include "ivp_mindist.hxx"
#include "ivp_listener_collision.hxx"
#include "ivp_friction.hxx"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CFrictionSnapshot : public IPhysicsFrictionSnapshot { public: CFrictionSnapshot( IVP_Real_Object *pObject ); ~CFrictionSnapshot();
bool IsValid();
// Object 0 is this object, Object 1 is the other object
IPhysicsObject *GetObject( int index ); int GetMaterial( int index );
void GetContactPoint( Vector &out ); void GetSurfaceNormal( Vector &out ); float GetNormalForce(); float GetEnergyAbsorbed(); void RecomputeFriction(); void ClearFrictionForce();
void MarkContactForDelete(); void DeleteAllMarkedContacts( bool wakeObjects ); void NextFrictionData(); float GetFrictionCoefficient();
private: void SetFrictionSynapse( IVP_Synapse_Friction *pSet ); CUtlVector<IVP_Real_Object *> *m_pDeleteList; IVP_Real_Object *m_pObject; IVP_Synapse_Friction *m_pFriction; IVP_Contact_Point *m_pContactPoint; int m_synapseIndex; };
CFrictionSnapshot::CFrictionSnapshot( IVP_Real_Object *pObject ) : m_pObject(pObject) { m_pDeleteList = NULL; SetFrictionSynapse( pObject->get_first_friction_synapse() ); }
CFrictionSnapshot::~CFrictionSnapshot() { delete m_pDeleteList; }
void CFrictionSnapshot::DeleteAllMarkedContacts( bool wakeObjects ) { if ( !m_pDeleteList ) return;
for ( int i = 0; i < m_pDeleteList->Count(); i++ ) { if ( wakeObjects ) { m_pDeleteList->Element(i)->ensure_in_simulation(); } DeleteAllFrictionPairs( m_pObject, m_pDeleteList->Element(i) ); } m_pFriction = NULL; }
void CFrictionSnapshot::SetFrictionSynapse( IVP_Synapse_Friction *pSet ) { if ( pSet ) { m_pFriction = pSet; m_pContactPoint = pSet->get_contact_point(); m_synapseIndex = (pSet == m_pContactPoint->get_synapse(0)) ? 0 : 1; } else { m_pFriction = NULL; m_pContactPoint = NULL; m_synapseIndex = 0; } }
bool CFrictionSnapshot::IsValid() { return m_pFriction != NULL ? true : false; }
IPhysicsObject *CFrictionSnapshot::GetObject( int index ) { IVP_Synapse_Friction *pFriction = m_pFriction; if ( index == 1 ) { pFriction = m_pContactPoint->get_synapse(!m_synapseIndex); } return static_cast<IPhysicsObject *>(pFriction->get_object()->client_data); }
void CFrictionSnapshot::MarkContactForDelete() { IVP_Synapse_Friction *pFriction = m_pContactPoint->get_synapse(!m_synapseIndex); IVP_Real_Object *pObject = pFriction->get_object(); Assert(pObject != m_pObject); if ( pObject != m_pObject ) { if ( !m_pDeleteList ) { m_pDeleteList = new CUtlVector<IVP_Real_Object *>; } m_pDeleteList->AddToTail( pObject ); } }
int CFrictionSnapshot::GetMaterial( int index ) { IVP_Material *ivpMats[2];
m_pContactPoint->get_material_info(ivpMats); // index 1 is the other one
index ^= m_synapseIndex;
return physprops->GetIVPMaterialIndex( ivpMats[index] ); }
void CFrictionSnapshot::GetContactPoint( Vector &out ) { ConvertPositionToHL( *m_pContactPoint->get_contact_point_ws(), out ); }
void CFrictionSnapshot::GetSurfaceNormal( Vector &out ) { float sign[2] = {1,-1}; IVP_U_Float_Point normal; IVP_Contact_Point_API::get_surface_normal_ws(const_cast<IVP_Contact_Point *>(m_pContactPoint), &normal ); ConvertDirectionToHL( normal, out ); out *= sign[m_synapseIndex]; VectorNormalize(out); }
float CFrictionSnapshot::GetFrictionCoefficient() { return m_pContactPoint->get_friction_factor(); }
float CFrictionSnapshot::GetNormalForce() { return ConvertDistanceToHL( IVP_Contact_Point_API::get_vert_force( m_pContactPoint ) ); }
float CFrictionSnapshot::GetEnergyAbsorbed() { return ConvertEnergyToHL( IVP_Contact_Point_API::get_eliminated_energy( m_pContactPoint ) ); }
void CFrictionSnapshot::RecomputeFriction() { m_pContactPoint->recompute_friction(); }
void CFrictionSnapshot::ClearFrictionForce() { m_pContactPoint->set_friction_to_neutral(); }
void CFrictionSnapshot::NextFrictionData() { SetFrictionSynapse( m_pFriction->get_next() ); }
IPhysicsFrictionSnapshot *CreateFrictionSnapshot( IVP_Real_Object *pObject ) { return new CFrictionSnapshot( pObject ); }
void DestroyFrictionSnapshot( IPhysicsFrictionSnapshot *pSnapshot ) { delete pSnapshot; }
void DeleteAllFrictionPairs( IVP_Real_Object *pObject0, IVP_Real_Object *pObject1 ) { pObject0->unlink_contact_points_for_object( pObject1 ); }
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