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-rw-r--r--public/vphysics/collision_set.h20
-rw-r--r--public/vphysics/constraints.h345
-rw-r--r--public/vphysics/friction.h51
-rw-r--r--public/vphysics/object_hash.h29
-rw-r--r--public/vphysics/performance.h44
-rw-r--r--public/vphysics/player_controller.h47
-rw-r--r--public/vphysics/stats.h40
-rw-r--r--public/vphysics/vehicles.h250
-rw-r--r--public/vphysics/virtualmesh.h46
9 files changed, 872 insertions, 0 deletions
diff --git a/public/vphysics/collision_set.h b/public/vphysics/collision_set.h
new file mode 100644
index 0000000..66aaeb8
--- /dev/null
+++ b/public/vphysics/collision_set.h
@@ -0,0 +1,20 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+
+// A set of collision rules
+// NOTE: Defaults to all indices disabled
+class IPhysicsCollisionSet
+{
+public:
+ ~IPhysicsCollisionSet() {}
+
+ virtual void EnableCollisions( int index0, int index1 ) = 0;
+ virtual void DisableCollisions( int index0, int index1 ) = 0;
+
+ virtual bool ShouldCollide( int index0, int index1 ) = 0;
+}; \ No newline at end of file
diff --git a/public/vphysics/constraints.h b/public/vphysics/constraints.h
new file mode 100644
index 0000000..afea760
--- /dev/null
+++ b/public/vphysics/constraints.h
@@ -0,0 +1,345 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef CONSTRAINTS_H
+#define CONSTRAINTS_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "vphysics_interface.h"
+#include "mathlib/mathlib.h"
+
+// constraint groups
+struct constraint_groupparams_t
+{
+ int additionalIterations; // additional solver iterations make the constraint system more stable
+ int minErrorTicks; // minimum number of ticks with an error before it's reported
+ float errorTolerance; // error tolerance in HL units
+
+ inline void Defaults()
+ {
+ additionalIterations = 0;
+ minErrorTicks = 15;
+ errorTolerance = 3.0f;
+ }
+};
+
+// Breakable constraints;
+//
+// forceLimit - kg * in / s limit (N * conversion(in/m))
+// torqueLimit - kg * in^2 / s (Nm * conversion(in^2/m^2))
+
+//
+// strength 0 - 1
+struct constraint_breakableparams_t
+{
+ float strength; // strength of the constraint 0.0 - 1.0
+ float forceLimit; // constraint force limit to break (0 means never break)
+ float torqueLimit; // constraint torque limit to break (0 means never break)
+ float bodyMassScale[2]; // scale applied to mass of reference/attached object before solving constriant
+ bool isActive;
+
+ inline void Defaults()
+ {
+ forceLimit = 0.0f;
+ torqueLimit = 0.0f;
+ strength = 1.0f;
+ bodyMassScale[0] = 1.0f;
+ bodyMassScale[1] = 1.0f;
+ isActive = true;
+ }
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: constraint limit on a single rotation axis
+//-----------------------------------------------------------------------------
+struct constraint_axislimit_t
+{
+ float minRotation;
+ float maxRotation;
+ float angularVelocity; // desired angular velocity around hinge
+ float torque; // torque to achieve angular velocity (use 0, torque for "friction")
+
+ inline void SetAxisFriction( float rmin, float rmax, float friction )
+ {
+ minRotation = rmin;
+ maxRotation = rmax;
+ angularVelocity = 0;
+ torque = friction;
+ }
+ inline void Defaults()
+ {
+ SetAxisFriction(0,0,0);
+ }
+};
+
+// Builds a transform which maps points in the input object's local space
+// to the output object's local space
+inline void BuildObjectRelativeXform( IPhysicsObject *pOutputSpace, IPhysicsObject *pInputSpace, matrix3x4_t &xformInToOut )
+{
+ matrix3x4_t outInv, tmp, input;
+ pOutputSpace->GetPositionMatrix( &tmp );
+ MatrixInvert( tmp, outInv );
+ pInputSpace->GetPositionMatrix( &input );
+ ConcatTransforms( outInv, input, xformInToOut );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: special limited ballsocket constraint for ragdolls.
+// Has axis limits for all 3 axes.
+//-----------------------------------------------------------------------------
+struct constraint_ragdollparams_t
+{
+ constraint_breakableparams_t constraint;
+ matrix3x4_t constraintToReference;// xform constraint space to refobject space
+ matrix3x4_t constraintToAttached; // xform constraint space to attached object space
+ int parentIndex; // NOTE: only used for parsing. NEED NOT BE SET for create
+ int childIndex; // NOTE: only used for parsing. NEED NOT BE SET for create
+
+ constraint_axislimit_t axes[3];
+ bool onlyAngularLimits; // only angular limits (not translation as well?)
+ bool isActive;
+ bool useClockwiseRotations; // HACKHACK: Did this wrong in version one. Fix in the future.
+
+ inline void Defaults()
+ {
+ constraint.Defaults();
+ isActive = true;
+ SetIdentityMatrix( constraintToReference );
+ SetIdentityMatrix( constraintToAttached );
+ parentIndex = -1;
+ childIndex = -1;
+ axes[0].Defaults();
+ axes[1].Defaults();
+ axes[2].Defaults();
+ onlyAngularLimits = false;
+ useClockwiseRotations = false;
+ }
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: Used to init a hinge restricting the relative position and orientation
+// of two objects to rotation around a single axis
+//-----------------------------------------------------------------------------
+struct constraint_hingeparams_t
+{
+ Vector worldPosition; // position in world space on the hinge axis
+ Vector worldAxisDirection; // unit direction vector of the hinge axis in world space
+ constraint_axislimit_t hingeAxis;
+ constraint_breakableparams_t constraint;
+
+ inline void Defaults()
+ {
+ worldPosition.Init();
+ worldAxisDirection.Init();
+ hingeAxis.Defaults();
+ constraint.Defaults();
+ }
+};
+
+struct constraint_limitedhingeparams_t : public constraint_hingeparams_t
+{
+ Vector referencePerpAxisDirection; // unit direction vector vector perpendicular to the hinge axis in world space
+ Vector attachedPerpAxisDirection; // unit direction vector vector perpendicular to the hinge axis in world space
+
+ constraint_limitedhingeparams_t() {}
+ constraint_limitedhingeparams_t( const constraint_hingeparams_t &hinge )
+ {
+ static_cast<constraint_hingeparams_t &>(*this) = hinge;
+ referencePerpAxisDirection.Init();
+ attachedPerpAxisDirection.Init();
+ }
+
+ inline void Defaults()
+ {
+ this->constraint_hingeparams_t::Defaults();
+ referencePerpAxisDirection.Init();
+ attachedPerpAxisDirection.Init();
+ }
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: Used to init a constraint that fixes the position and orientation
+// of two objects relative to each other (like glue)
+//-----------------------------------------------------------------------------
+struct constraint_fixedparams_t
+{
+ matrix3x4_t attachedRefXform; // xform attached object space to ref object space
+ constraint_breakableparams_t constraint;
+
+ inline void InitWithCurrentObjectState( IPhysicsObject *pRef, IPhysicsObject *pAttached )
+ {
+ BuildObjectRelativeXform( pRef, pAttached, attachedRefXform );
+ }
+
+ inline void Defaults()
+ {
+ SetIdentityMatrix( attachedRefXform );
+ constraint.Defaults();
+ }
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Same parameters as fixed constraint, but torqueLimit has no effect
+//-----------------------------------------------------------------------------
+struct constraint_ballsocketparams_t
+{
+ Vector constraintPosition[2]; // position of the constraint in each object's space
+ constraint_breakableparams_t constraint;
+ inline void Defaults()
+ {
+ constraint.Defaults();
+ constraintPosition[0].Init();
+ constraintPosition[1].Init();
+ }
+
+ void InitWithCurrentObjectState( IPhysicsObject *pRef, IPhysicsObject *pAttached, const Vector &ballsocketOrigin )
+ {
+ pRef->WorldToLocal( &constraintPosition[0], ballsocketOrigin );
+ pAttached->WorldToLocal( &constraintPosition[1], ballsocketOrigin );
+ }
+};
+
+struct constraint_slidingparams_t
+{
+ matrix3x4_t attachedRefXform; // xform attached object space to ref object space
+ Vector slideAxisRef; // unit direction vector of the slide axis in ref object space
+ constraint_breakableparams_t constraint;
+ // NOTE: if limitMin == limitMax there is NO limit set!
+ float limitMin; // minimum limit coordinate refAxisDirection space
+ float limitMax; // maximum limit coordinate refAxisDirection space
+ float friction; // friction on sliding
+ float velocity; // desired velocity
+
+ inline void Defaults()
+ {
+ SetIdentityMatrix( attachedRefXform );
+ slideAxisRef.Init();
+ limitMin = limitMax = 0;
+ friction = 0;
+ velocity = 0;
+ constraint.Defaults();
+ }
+
+ inline void SetFriction( float inputFriction )
+ {
+ friction = inputFriction;
+ velocity = 0;
+ }
+
+ inline void SetLinearMotor( float inputVelocity, float maxForce )
+ {
+ friction = maxForce;
+ velocity = inputVelocity;
+ }
+
+ inline void InitWithCurrentObjectState( IPhysicsObject *pRef, IPhysicsObject *pAttached, const Vector &slideDirWorldspace )
+ {
+ BuildObjectRelativeXform( pRef, pAttached, attachedRefXform );
+ matrix3x4_t tmp;
+ pRef->GetPositionMatrix( &tmp );
+ VectorIRotate( slideDirWorldspace, tmp, slideAxisRef );
+ }
+};
+
+struct constraint_pulleyparams_t
+{
+ constraint_breakableparams_t constraint;
+ Vector pulleyPosition[2]; // These are the pulley positions for the reference and attached objects in world space
+ Vector objectPosition[2]; // local positions of attachments to the ref,att objects
+ float totalLength; // total rope length (include gearing!)
+ float gearRatio; // gearing affects attached object ALWAYS
+ bool isRigid;
+
+ inline void Defaults()
+ {
+ constraint.Defaults();
+ totalLength = 1.0;
+ gearRatio = 1.0;
+ pulleyPosition[0].Init();
+ pulleyPosition[1].Init();
+ objectPosition[0].Init();
+ objectPosition[1].Init();
+ isRigid = false;
+ }
+};
+
+
+struct constraint_lengthparams_t
+{
+ constraint_breakableparams_t constraint;
+ Vector objectPosition[2]; // These are the positions for the reference and attached objects in local space
+ float totalLength; // Length of rope/spring/constraint. Distance to maintain
+ float minLength; // if rigid, objects are not allowed to move closer than totalLength either
+
+ void InitWorldspace( IPhysicsObject *pRef, IPhysicsObject *pAttached, const Vector &refPosition, const Vector &attachedPosition, bool rigid = false )
+ {
+ pRef->WorldToLocal( &objectPosition[0], refPosition );
+ pAttached->WorldToLocal( &objectPosition[1], attachedPosition );
+ totalLength = (refPosition - attachedPosition).Length();
+ minLength = rigid ? totalLength : 0;
+ }
+
+ inline void Defaults()
+ {
+ constraint.Defaults();
+ objectPosition[0].Init();
+ objectPosition[1].Init();
+ totalLength = 1;
+ minLength = 0;
+ }
+};
+
+class IPhysicsConstraint
+{
+public:
+ virtual ~IPhysicsConstraint( void ) {}
+
+ // NOTE: Constraints are active when created. You can temporarily enable/disable them with these functions
+ virtual void Activate( void ) = 0;
+ virtual void Deactivate( void ) = 0;
+
+ // set a pointer to the game object
+ virtual void SetGameData( void *gameData ) = 0;
+
+ // get a pointer to the game object
+ virtual void *GetGameData( void ) const = 0;
+
+ // Get the parent/referenced object
+ virtual IPhysicsObject *GetReferenceObject( void ) const = 0;
+
+ // Get the attached object
+ virtual IPhysicsObject *GetAttachedObject( void ) const = 0;
+
+ virtual void SetLinearMotor( float speed, float maxLinearImpulse ) = 0;
+ virtual void SetAngularMotor( float rotSpeed, float maxAngularImpulse ) = 0;
+
+ virtual void UpdateRagdollTransforms( const matrix3x4_t &constraintToReference, const matrix3x4_t &constraintToAttached ) = 0;
+ virtual bool GetConstraintTransform( matrix3x4_t *pConstraintToReference, matrix3x4_t *pConstraintToAttached ) const = 0;
+ virtual bool GetConstraintParams( constraint_breakableparams_t *pParams ) const = 0;
+
+ virtual void OutputDebugInfo() = 0;
+};
+
+
+class IPhysicsConstraintGroup
+{
+public:
+ virtual ~IPhysicsConstraintGroup( void ) {}
+ virtual void Activate() = 0;
+ virtual bool IsInErrorState() = 0;
+ virtual void ClearErrorState() = 0;
+ virtual void GetErrorParams( constraint_groupparams_t *pParams ) = 0;
+ virtual void SetErrorParams( const constraint_groupparams_t &params ) = 0;
+ virtual void SolvePenetration( IPhysicsObject *pObj0, IPhysicsObject *pObj1 ) = 0;
+};
+
+
+#endif // CONSTRAINTS_H
diff --git a/public/vphysics/friction.h b/public/vphysics/friction.h
new file mode 100644
index 0000000..f8d6bd6
--- /dev/null
+++ b/public/vphysics/friction.h
@@ -0,0 +1,51 @@
+//========= 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
diff --git a/public/vphysics/object_hash.h b/public/vphysics/object_hash.h
new file mode 100644
index 0000000..bfdef84
--- /dev/null
+++ b/public/vphysics/object_hash.h
@@ -0,0 +1,29 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef OBJECT_HASH_H
+#define OBJECT_HASH_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+class IPhysicsObjectPairHash
+{
+public:
+ virtual ~IPhysicsObjectPairHash() {}
+ virtual void AddObjectPair( void *pObject0, void *pObject1 ) = 0;
+ virtual void RemoveObjectPair( void *pObject0, void *pObject1 ) = 0;
+ virtual bool IsObjectPairInHash( void *pObject0, void *pObject1 ) = 0;
+ virtual void RemoveAllPairsForObject( void *pObject0 ) = 0;
+ virtual bool IsObjectInHash( void *pObject0 ) = 0;
+
+ // Used to iterate over all pairs an object is part of
+ virtual int GetPairCountForObject( void *pObject0 ) = 0;
+ virtual int GetPairListForObject( void *pObject0, int nMaxCount, void **ppObjectList ) = 0;
+};
+
+
+#endif // OBJECT_HASH_H
diff --git a/public/vphysics/performance.h b/public/vphysics/performance.h
new file mode 100644
index 0000000..fa1cf47
--- /dev/null
+++ b/public/vphysics/performance.h
@@ -0,0 +1,44 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef PERFORMANCE_H
+#define PERFORMANCE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+// Don't ever change these values, or face all kinds of subtle gameplay changes
+const float k_flMaxVelocity = 2000.0f;
+const float k_flMaxAngularVelocity = 360.0f * 10.0f;
+
+const float DEFAULT_MIN_FRICTION_MASS = 10.0f;
+const float DEFAULT_MAX_FRICTION_MASS = 2500.0f;
+struct physics_performanceparams_t
+{
+ int maxCollisionsPerObjectPerTimestep; // object will be frozen after this many collisions (visual hitching vs. CPU cost)
+ int maxCollisionChecksPerTimestep; // objects may penetrate after this many collision checks (can be extended in AdditionalCollisionChecksThisTick)
+ float maxVelocity; // limit world space linear velocity to this (in / s)
+ float maxAngularVelocity; // limit world space angular velocity to this (degrees / s)
+ float lookAheadTimeObjectsVsWorld; // predict collisions this far (seconds) into the future
+ float lookAheadTimeObjectsVsObject; // predict collisions this far (seconds) into the future
+ float minFrictionMass; // min mass for friction solves (constrains dynamic range of mass to improve stability)
+ float maxFrictionMass; // mas mass for friction solves
+
+ void Defaults()
+ {
+ maxCollisionsPerObjectPerTimestep = 6;
+ maxCollisionChecksPerTimestep = 250;
+ maxVelocity = k_flMaxVelocity;
+ maxAngularVelocity = k_flMaxAngularVelocity;
+ lookAheadTimeObjectsVsWorld = 1.0f;
+ lookAheadTimeObjectsVsObject = 0.5f;
+ minFrictionMass = DEFAULT_MIN_FRICTION_MASS;
+ maxFrictionMass = DEFAULT_MAX_FRICTION_MASS;
+ }
+};
+
+
+#endif // PERFORMANCE_H
diff --git a/public/vphysics/player_controller.h b/public/vphysics/player_controller.h
new file mode 100644
index 0000000..6fbe1b0
--- /dev/null
+++ b/public/vphysics/player_controller.h
@@ -0,0 +1,47 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef PLAYER_CONTROLLER_H
+#define PLAYER_CONTROLLER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+class IPhysicsPlayerControllerEvent
+{
+public:
+ virtual int ShouldMoveTo( IPhysicsObject *pObject, const Vector &position ) = 0;
+};
+
+class IPhysicsPlayerController
+{
+public:
+ virtual ~IPhysicsPlayerController( void ) {}
+
+ virtual void Update( const Vector &position, const Vector &velocity, float secondsToArrival, bool onground, IPhysicsObject *ground ) = 0;
+ virtual void SetEventHandler( IPhysicsPlayerControllerEvent *handler ) = 0;
+ virtual bool IsInContact( void ) = 0;
+ virtual void MaxSpeed( const Vector &maxVelocity ) = 0;
+
+ // allows game code to change collision models
+ virtual void SetObject( IPhysicsObject *pObject ) = 0;
+ // UNDONE: Refactor this and shadow controllers into a single class/interface through IPhysicsObject
+ virtual int GetShadowPosition( Vector *position, QAngle *angles ) = 0;
+ virtual void StepUp( float height ) = 0;
+ virtual void Jump() = 0;
+ virtual void GetShadowVelocity( Vector *velocity ) = 0;
+ virtual IPhysicsObject *GetObject() = 0;
+ virtual void GetLastImpulse( Vector *pOut ) = 0;
+
+ virtual void SetPushMassLimit( float maxPushMass ) = 0;
+ virtual void SetPushSpeedLimit( float maxPushSpeed ) = 0;
+
+ virtual float GetPushMassLimit() = 0;
+ virtual float GetPushSpeedLimit() = 0;
+ virtual bool WasFrozen() = 0;
+};
+
+#endif // PLAYER_CONTROLLER_H
diff --git a/public/vphysics/stats.h b/public/vphysics/stats.h
new file mode 100644
index 0000000..21d8119
--- /dev/null
+++ b/public/vphysics/stats.h
@@ -0,0 +1,40 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef STATS_H
+#define STATS_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+// internal counters to measure cost of physics simulation
+struct physics_stats_t
+{
+ float maxRescueSpeed;
+ float maxSpeedGain;
+
+ int impactSysNum;
+ int impactCounter;
+ int impactSumSys;
+ int impactHardRescueCount;
+ int impactRescueAfterCount;
+ int impactDelayedCount;
+ int impactCollisionChecks;
+ int impactStaticCount;
+
+ double totalEnergyDestroyed;
+ int collisionPairsTotal;
+ int collisionPairsCreated;
+ int collisionPairsDestroyed;
+
+ int potentialCollisionsObjectVsObject;
+ int potentialCollisionsObjectVsWorld;
+
+ int frictionEventsProcessed;
+};
+
+
+#endif // STATS_H
diff --git a/public/vphysics/vehicles.h b/public/vphysics/vehicles.h
new file mode 100644
index 0000000..0125aa9
--- /dev/null
+++ b/public/vphysics/vehicles.h
@@ -0,0 +1,250 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef VEHICLES_H
+#define VEHICLES_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "datamap.h"
+
+
+#define VEHICLE_TYPE_CAR_WHEELS (1<<0)
+#define VEHICLE_TYPE_CAR_RAYCAST (1<<1)
+#define VEHICLE_TYPE_JETSKI_RAYCAST (1<<2)
+#define VEHICLE_TYPE_AIRBOAT_RAYCAST (1<<3)
+
+#define VEHICLE_MAX_AXLE_COUNT 4
+#define VEHICLE_MAX_GEAR_COUNT 6
+#define VEHICLE_MAX_WHEEL_COUNT (2*VEHICLE_MAX_AXLE_COUNT)
+
+#define VEHICLE_TIRE_NORMAL 0
+#define VEHICLE_TIRE_BRAKING 1
+#define VEHICLE_TIRE_POWERSLIDE 2
+
+struct vehicle_controlparams_t
+{
+ float throttle;
+ float steering;
+ float brake;
+ float boost;
+ bool handbrake;
+ bool handbrakeLeft;
+ bool handbrakeRight;
+ bool brakepedal;
+ bool bHasBrakePedal;
+ bool bAnalogSteering;
+};
+
+struct vehicle_operatingparams_t
+{
+ DECLARE_SIMPLE_DATADESC();
+
+ float speed;
+ float engineRPM;
+ int gear;
+ float boostDelay;
+ int boostTimeLeft;
+ float skidSpeed;
+ int skidMaterial;
+ float steeringAngle;
+ int wheelsNotInContact;
+ int wheelsInContact;
+ bool isTorqueBoosting;
+};
+
+// Debug!
+#define VEHICLE_DEBUGRENDERDATA_MAX_WHEELS 10
+#define VEHICLE_DEBUGRENDERDATA_MAX_AXLES 3
+
+struct vehicle_debugcarsystem_t
+{
+ Vector vecAxlePos[VEHICLE_DEBUGRENDERDATA_MAX_AXLES];
+
+ Vector vecWheelPos[VEHICLE_DEBUGRENDERDATA_MAX_WHEELS];
+ Vector vecWheelRaycasts[VEHICLE_DEBUGRENDERDATA_MAX_WHEELS][2];
+ Vector vecWheelRaycastImpacts[VEHICLE_DEBUGRENDERDATA_MAX_WHEELS];
+};
+
+struct vehicleparams_t;
+
+class IPhysicsVehicleController
+{
+public:
+ virtual ~IPhysicsVehicleController() {}
+ // call this from the game code with the control parameters
+ virtual void Update( float dt, vehicle_controlparams_t &controls ) = 0;
+ virtual const vehicle_operatingparams_t &GetOperatingParams() = 0;
+ virtual const vehicleparams_t &GetVehicleParams() = 0;
+ virtual vehicleparams_t &GetVehicleParamsForChange() = 0;
+ virtual float UpdateBooster(float dt) = 0;
+ virtual int GetWheelCount(void) = 0;
+ virtual IPhysicsObject *GetWheel(int index) = 0;
+ virtual bool GetWheelContactPoint( int index, Vector *pContactPoint, int *pSurfaceProps ) = 0;
+ virtual void SetSpringLength(int wheelIndex, float length) = 0;
+ virtual void SetWheelFriction(int wheelIndex, float friction) = 0;
+
+ virtual void OnVehicleEnter( void ) = 0;
+ virtual void OnVehicleExit( void ) = 0;
+
+ virtual void SetEngineDisabled( bool bDisable ) = 0;
+ virtual bool IsEngineDisabled( void ) = 0;
+
+ // Debug
+ virtual void GetCarSystemDebugData( vehicle_debugcarsystem_t &debugCarSystem ) = 0;
+ virtual void VehicleDataReload() = 0;
+};
+
+
+// parameters for the body object control of the vehicle
+struct vehicle_bodyparams_t
+{
+ DECLARE_SIMPLE_DATADESC();
+
+ Vector massCenterOverride; // leave at vec3_origin for no override
+ float massOverride; // leave at 0 for no override
+ float addGravity; // keeps car down
+ float tiltForce; // keeps car down when not on flat ground
+ float tiltForceHeight; // where the tilt force pulls relative to center of mass
+ float counterTorqueFactor;
+ float keepUprightTorque;
+ float maxAngularVelocity; // clamp the car angular velocity separately from other objects to keep stable
+};
+
+// wheel objects are created by vphysics, these are the parameters for those objects
+// NOTE: They are paired, so only one set of parameters is necessary per axle
+struct vehicle_wheelparams_t
+{
+ DECLARE_SIMPLE_DATADESC();
+
+ float radius;
+ float mass;
+ float inertia;
+ float damping; // usually 0
+ float rotdamping; // usually 0
+ float frictionScale; // 1.5 front, 1.8 rear
+ int materialIndex;
+ int brakeMaterialIndex;
+ int skidMaterialIndex;
+ float springAdditionalLength; // 0 means the spring is at it's rest length
+};
+
+struct vehicle_suspensionparams_t
+{
+ DECLARE_SIMPLE_DATADESC();
+
+ float springConstant;
+ float springDamping;
+ float stabilizerConstant;
+ float springDampingCompression;
+ float maxBodyForce;
+};
+
+// NOTE: both raytrace and wheel data here because jetski uses both.
+struct vehicle_axleparams_t
+{
+ DECLARE_SIMPLE_DATADESC();
+
+ Vector offset; // center of this axle in vehicle object space
+ Vector wheelOffset; // offset to wheel (assume other wheel is symmetric at -wheelOffset) from axle center
+ Vector raytraceCenterOffset; // offset to center of axle for the raytrace data.
+ Vector raytraceOffset; // offset to raytrace for non-wheel (some wheeled) vehicles
+ vehicle_wheelparams_t wheels;
+ vehicle_suspensionparams_t suspension;
+ float torqueFactor; // normalized to 1 across all axles
+ // e.g. 0,1 for rear wheel drive - 0.5,0.5 for 4 wheel drive
+ float brakeFactor; // normalized to 1 across all axles
+};
+
+struct vehicle_steeringparams_t
+{
+ DECLARE_SIMPLE_DATADESC();
+
+ float degreesSlow; // angle in degrees of steering at slow speed
+ float degreesFast; // angle in degrees of steering at fast speed
+ float degreesBoost; // angle in degrees of steering at fast speed
+ float steeringRateSlow; // this is the speed the wheels are steered when the vehicle is slow
+ float steeringRateFast; // this is the speed the wheels are steered when the vehicle is "fast"
+ float steeringRestRateSlow; // this is the speed at which the wheels move toward their resting state (straight ahead) at slow speed
+ float steeringRestRateFast; // this is the speed at which the wheels move toward their resting state (straight ahead) at fast speed
+ float speedSlow; // this is the max speed of "slow"
+ float speedFast; // this is the min speed of "fast"
+ float turnThrottleReduceSlow; // this is the amount of throttle reduction to apply at the maximum steering angle
+ float turnThrottleReduceFast; // this is the amount of throttle reduction to apply at the maximum steering angle
+ float brakeSteeringRateFactor; // this scales the steering rate when the brake/handbrake is down
+ float throttleSteeringRestRateFactor; // this scales the steering rest rate when the throttle is down
+ float powerSlideAccel; // scale of speed to acceleration
+ float boostSteeringRestRateFactor; // this scales the steering rest rate when boosting
+ float boostSteeringRateFactor; // this scales the steering rest rate when boosting
+ float steeringExponent; // this makes the steering response non-linear. The steering function is linear, then raised to this power
+
+ bool isSkidAllowed; // true/false skid flag
+ bool dustCloud; // flag for creating a dustcloud behind vehicle
+};
+
+struct vehicle_engineparams_t
+{
+ DECLARE_SIMPLE_DATADESC();
+
+ float horsepower;
+ float maxSpeed;
+ float maxRevSpeed;
+ float maxRPM; // redline RPM limit
+ float axleRatio; // ratio of engine rev to axle rev
+ float throttleTime; // time to reach full throttle in seconds
+
+ // transmission
+ int gearCount; // gear count - max 10
+ float gearRatio[VEHICLE_MAX_GEAR_COUNT]; // ratio for each gear
+
+ // automatic transmission (simple auto-shifter - switches at fixed RPM limits)
+ float shiftUpRPM; // max RPMs to switch to a higher gear
+ float shiftDownRPM; // min RPMs to switch to a lower gear
+ float boostForce;
+ float boostDuration;
+ float boostDelay;
+ float boostMaxSpeed;
+ float autobrakeSpeedGain;
+ float autobrakeSpeedFactor;
+ bool torqueBoost;
+ bool isAutoTransmission; // true for auto, false for manual
+};
+
+struct vehicleparams_t
+{
+ DECLARE_SIMPLE_DATADESC();
+
+ int axleCount;
+ int wheelsPerAxle;
+ vehicle_bodyparams_t body;
+ vehicle_axleparams_t axles[VEHICLE_MAX_AXLE_COUNT];
+ vehicle_engineparams_t engine;
+ vehicle_steeringparams_t steering;
+};
+
+// Iterator for queries
+class CPassengerSeatTransition;
+typedef CUtlVector< CPassengerSeatTransition> PassengerSeatAnims_t;
+
+// Seat query types
+enum VehicleSeatQuery_e
+{
+ VEHICLE_SEAT_ANY, // Any available seat for our role
+ VEHICLE_SEAT_NEAREST, // Seat closest to our starting point
+};
+
+// Seat anim types for return
+enum PassengerSeatAnimType_t
+{
+ PASSENGER_SEAT_ENTRY,
+ PASSENGER_SEAT_EXIT
+};
+
+#define VEHICLE_SEAT_INVALID -1 // An invalid seat
+
+#endif // VEHICLES_H
diff --git a/public/vphysics/virtualmesh.h b/public/vphysics/virtualmesh.h
new file mode 100644
index 0000000..41da4ea
--- /dev/null
+++ b/public/vphysics/virtualmesh.h
@@ -0,0 +1,46 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef VIRTUALMESH_H
+#define VIRTUALMESH_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+// NOTE: These are fixed length to make it easy to fill these out without memory allocation or storage
+const int MAX_VIRTUAL_TRIANGLES = 1024;
+struct virtualmeshlist_t
+{
+ Vector *pVerts;
+ int indexCount;
+ int triangleCount;
+ int vertexCount;
+ int surfacePropsIndex;
+ byte *pHull;
+ unsigned short indices[MAX_VIRTUAL_TRIANGLES*3];
+};
+
+struct virtualmeshtrianglelist_t
+{
+ int triangleCount;
+ unsigned short triangleIndices[MAX_VIRTUAL_TRIANGLES*3];
+};
+
+class IVirtualMeshEvent
+{
+public:
+ virtual void GetVirtualMesh( void *userData, virtualmeshlist_t *pList ) = 0;
+ virtual void GetWorldspaceBounds( void *userData, Vector *pMins, Vector *pMaxs ) = 0;
+ virtual void GetTrianglesInSphere( void *userData, const Vector &center, float radius, virtualmeshtrianglelist_t *pList ) = 0;
+};
+struct virtualmeshparams_t
+{
+ IVirtualMeshEvent *pMeshEventHandler;
+ void *userData;
+ bool buildOuterHull;
+};
+
+#endif // VIRTUALMESH_H