diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/vphysics | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/public/vphysics')
| -rw-r--r-- | mp/src/public/vphysics/collision_set.h | 38 | ||||
| -rw-r--r-- | mp/src/public/vphysics/constraints.h | 690 | ||||
| -rw-r--r-- | mp/src/public/vphysics/friction.h | 102 | ||||
| -rw-r--r-- | mp/src/public/vphysics/object_hash.h | 58 | ||||
| -rw-r--r-- | mp/src/public/vphysics/performance.h | 88 | ||||
| -rw-r--r-- | mp/src/public/vphysics/player_controller.h | 94 | ||||
| -rw-r--r-- | mp/src/public/vphysics/stats.h | 80 | ||||
| -rw-r--r-- | mp/src/public/vphysics/vehicles.h | 500 | ||||
| -rw-r--r-- | mp/src/public/vphysics/virtualmesh.h | 92 |
9 files changed, 871 insertions, 871 deletions
diff --git a/mp/src/public/vphysics/collision_set.h b/mp/src/public/vphysics/collision_set.h index 81a556a5..66aaeb83 100644 --- a/mp/src/public/vphysics/collision_set.h +++ b/mp/src/public/vphysics/collision_set.h @@ -1,20 +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;
+//========= 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/mp/src/public/vphysics/constraints.h b/mp/src/public/vphysics/constraints.h index a9d0b7f4..afea7606 100644 --- a/mp/src/public/vphysics/constraints.h +++ b/mp/src/public/vphysics/constraints.h @@ -1,345 +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 ¶ms ) = 0;
- virtual void SolvePenetration( IPhysicsObject *pObj0, IPhysicsObject *pObj1 ) = 0;
-};
-
-
-#endif // CONSTRAINTS_H
+//========= 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 ¶ms ) = 0; + virtual void SolvePenetration( IPhysicsObject *pObj0, IPhysicsObject *pObj1 ) = 0; +}; + + +#endif // CONSTRAINTS_H diff --git a/mp/src/public/vphysics/friction.h b/mp/src/public/vphysics/friction.h index defbb181..f8d6bd63 100644 --- a/mp/src/public/vphysics/friction.h +++ b/mp/src/public/vphysics/friction.h @@ -1,51 +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
+//========= 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/mp/src/public/vphysics/object_hash.h b/mp/src/public/vphysics/object_hash.h index a94c78c6..bfdef84c 100644 --- a/mp/src/public/vphysics/object_hash.h +++ b/mp/src/public/vphysics/object_hash.h @@ -1,29 +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
+//========= 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/mp/src/public/vphysics/performance.h b/mp/src/public/vphysics/performance.h index c515f4bb..fa1cf47e 100644 --- a/mp/src/public/vphysics/performance.h +++ b/mp/src/public/vphysics/performance.h @@ -1,44 +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
+//========= 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/mp/src/public/vphysics/player_controller.h b/mp/src/public/vphysics/player_controller.h index 011c59f3..6fbe1b07 100644 --- a/mp/src/public/vphysics/player_controller.h +++ b/mp/src/public/vphysics/player_controller.h @@ -1,47 +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
+//========= 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/mp/src/public/vphysics/stats.h b/mp/src/public/vphysics/stats.h index 806dccf7..21d81199 100644 --- a/mp/src/public/vphysics/stats.h +++ b/mp/src/public/vphysics/stats.h @@ -1,40 +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
+//========= 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/mp/src/public/vphysics/vehicles.h b/mp/src/public/vphysics/vehicles.h index cac3d90a..0125aa93 100644 --- a/mp/src/public/vphysics/vehicles.h +++ b/mp/src/public/vphysics/vehicles.h @@ -1,250 +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
+//========= 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/mp/src/public/vphysics/virtualmesh.h b/mp/src/public/vphysics/virtualmesh.h index 3300d02d..41da4ea6 100644 --- a/mp/src/public/vphysics/virtualmesh.h +++ b/mp/src/public/vphysics/virtualmesh.h @@ -1,46 +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 ¢er, float radius, virtualmeshtrianglelist_t *pList ) = 0;
-};
-struct virtualmeshparams_t
-{
- IVirtualMeshEvent *pMeshEventHandler;
- void *userData;
- bool buildOuterHull;
-};
-
-#endif // VIRTUALMESH_H
+//========= 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 ¢er, float radius, virtualmeshtrianglelist_t *pList ) = 0; +}; +struct virtualmeshparams_t +{ + IVirtualMeshEvent *pMeshEventHandler; + void *userData; + bool buildOuterHull; +}; + +#endif // VIRTUALMESH_H |