hl2_src-leak-2017/src/vphysics/physics_environment.h

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef PHYSICS_WORLD_H
#define PHYSICS_WORLD_H
#pragma once
#include "vphysics_interface.h"
#include "ivu_types.hxx"
#include "utlvector.h"
class IVP_Environment;
class CSleepObjects;
class CPhysicsListenerCollision;
class CPhysicsListenerConstraint;
class IVP_Listener_Collision;
class IVP_Listener_Constraint;
class IVP_Listener_Object;
class IVP_Controller;
class CPhysicsFluidController;
class CCollisionSolver;
class CPhysicsObject;
class CDeleteQueue;
class IVPhysicsDebugOverlay;
struct constraint_limitedhingeparams_t;
struct vphysics_save_iphysicsobject_t;
class CPhysicsEnvironment : public IPhysicsEnvironment
{
public:
CPhysicsEnvironment( void );
~CPhysicsEnvironment( void );
virtual void SetDebugOverlay( CreateInterfaceFn debugOverlayFactory );
virtual IVPhysicsDebugOverlay *GetDebugOverlay( void );
void SetGravity( const Vector& gravityVector );
IPhysicsObject *CreatePolyObject( const CPhysCollide *pCollisionModel, int materialIndex, const Vector& position, const QAngle& angles, objectparams_t *pParams );
IPhysicsObject *CreatePolyObjectStatic( const CPhysCollide *pCollisionModel, int materialIndex, const Vector& position, const QAngle& angles, objectparams_t *pParams );
virtual unsigned int GetObjectSerializeSize( IPhysicsObject *pObject ) const;
virtual void SerializeObjectToBuffer( IPhysicsObject *pObject, unsigned char *pBuffer, unsigned int bufferSize );
virtual IPhysicsObject *UnserializeObjectFromBuffer( void *pGameData, unsigned char *pBuffer, unsigned int bufferSize, bool enableCollisions );
IPhysicsSpring *CreateSpring( IPhysicsObject *pObjectStart, IPhysicsObject *pObjectEnd, springparams_t *pParams );
IPhysicsFluidController *CreateFluidController( IPhysicsObject *pFluidObject, fluidparams_t *pParams );
IPhysicsConstraint *CreateRagdollConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_ragdollparams_t &ragdoll );
virtual IPhysicsConstraint *CreateHingeConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_hingeparams_t &hinge );
virtual IPhysicsConstraint *CreateLimitedHingeConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_limitedhingeparams_t &hinge );
virtual IPhysicsConstraint *CreateFixedConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_fixedparams_t &fixed );
virtual IPhysicsConstraint *CreateSlidingConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_slidingparams_t &sliding );
virtual IPhysicsConstraint *CreateBallsocketConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_ballsocketparams_t &ballsocket );
virtual IPhysicsConstraint *CreatePulleyConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_pulleyparams_t &pulley );
virtual IPhysicsConstraint *CreateLengthConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_lengthparams_t &length );
virtual IPhysicsConstraintGroup *CreateConstraintGroup( const constraint_groupparams_t &group );
virtual void DestroyConstraintGroup( IPhysicsConstraintGroup *pGroup );
void Simulate( float deltaTime );
float GetSimulationTimestep() const;
void SetSimulationTimestep( float timestep );
float GetSimulationTime() const;
float GetNextFrameTime() const;
bool IsInSimulation() const;
virtual void DestroyObject( IPhysicsObject * );
virtual void DestroySpring( IPhysicsSpring * );
virtual void DestroyFluidController( IPhysicsFluidController * );
virtual void DestroyConstraint( IPhysicsConstraint * );
virtual void SetCollisionEventHandler( IPhysicsCollisionEvent *pCollisionEvents );
virtual void SetObjectEventHandler( IPhysicsObjectEvent *pObjectEvents );
virtual void SetConstraintEventHandler( IPhysicsConstraintEvent *pConstraintEvents );
virtual IPhysicsShadowController *CreateShadowController( IPhysicsObject *pObject, bool allowTranslation, bool allowRotation );
virtual void DestroyShadowController( IPhysicsShadowController * );
virtual IPhysicsMotionController *CreateMotionController( IMotionEvent *pHandler );
virtual void DestroyMotionController( IPhysicsMotionController *pController );
virtual IPhysicsPlayerController *CreatePlayerController( IPhysicsObject *pObject );
virtual void DestroyPlayerController( IPhysicsPlayerController *pController );
virtual IPhysicsVehicleController *CreateVehicleController( IPhysicsObject *pVehicleBodyObject, const vehicleparams_t &params, unsigned int nVehicleType, IPhysicsGameTrace *pGameTrace );
virtual void DestroyVehicleController( IPhysicsVehicleController *pController );
virtual void SetQuickDelete( bool bQuick )
{
m_deleteQuick = bQuick;
}
virtual bool ShouldQuickDelete() const { return m_deleteQuick; }
virtual void TraceBox( trace_t *ptr, const Vector &mins, const Vector &maxs, const Vector &start, const Vector &end );
virtual void SetCollisionSolver( IPhysicsCollisionSolver *pCollisionSolver );
virtual void GetGravity( Vector *pGravityVector ) const;
virtual int GetActiveObjectCount() const;
virtual void GetActiveObjects( IPhysicsObject **pOutputObjectList ) const;
virtual const IPhysicsObject **GetObjectList( int *pOutputObjectCount ) const;
virtual bool TransferObject( IPhysicsObject *pObject, IPhysicsEnvironment *pDestinationEnvironment );
IVP_Environment *GetIVPEnvironment( void ) { return m_pPhysEnv; }
void ClearDeadObjects( void );
IVP_Controller *GetDragController() { return m_pDragController; }
const IVP_Controller *GetDragController() const { return m_pDragController; }
virtual void SetAirDensity( float density );
virtual float GetAirDensity( void ) const;
virtual void ResetSimulationClock( void );
virtual IPhysicsObject *CreateSphereObject( float radius, int materialIndex, const Vector &position, const QAngle &angles, objectparams_t *pParams, bool isStatic );
virtual void CleanupDeleteList();
virtual void EnableDeleteQueue( bool enable ) { m_queueDeleteObject = enable; }
// debug
virtual bool IsCollisionModelUsed( CPhysCollide *pCollide ) const;
// trace against the physics world
virtual void TraceRay( const Ray_t &ray, unsigned int fMask, IPhysicsTraceFilter *pTraceFilter, trace_t *pTrace );
virtual void SweepCollideable( const CPhysCollide *pCollide, const Vector &vecAbsStart, const Vector &vecAbsEnd,
const QAngle &vecAngles, unsigned int fMask, IPhysicsTraceFilter *pTraceFilter, trace_t *pTrace );
// performance tuning
virtual void GetPerformanceSettings( physics_performanceparams_t *pOutput ) const;
virtual void SetPerformanceSettings( const physics_performanceparams_t *pSettings );
// perf/cost statistics
virtual void ReadStats( physics_stats_t *pOutput );
virtual void ClearStats();
virtual void EnableConstraintNotify( bool bEnable );
// debug
virtual void DebugCheckContacts(void);
// Save/restore
bool Save( const physsaveparams_t &params );
void PreRestore( const physprerestoreparams_t &params );
bool Restore( const physrestoreparams_t &params );
void PostRestore();
void PhantomAdd( CPhysicsObject *pObject );
void PhantomRemove( CPhysicsObject *pObject );
void AddPlayerController( IPhysicsPlayerController *pController );
void RemovePlayerController( IPhysicsPlayerController *pController );
IPhysicsPlayerController *FindPlayerController( IPhysicsObject *pObject );
IPhysicsCollisionEvent *GetCollisionEventHandler();
// a constraint is being disabled - report the game DLL as "broken"
void NotifyConstraintDisabled( IPhysicsConstraint *pConstraint );
private:
IVP_Environment *m_pPhysEnv;
IVP_Controller *m_pDragController;
IVPhysicsDebugOverlay *m_pDebugOverlay; // Interface to use for drawing debug overlays.
CUtlVector<IPhysicsObject *> m_objects;
CUtlVector<IPhysicsObject *> m_deadObjects;
CUtlVector<CPhysicsFluidController *> m_fluids;
CUtlVector<IPhysicsPlayerController *> m_playerControllers;
CSleepObjects *m_pSleepEvents;
CPhysicsListenerCollision *m_pCollisionListener;
CCollisionSolver *m_pCollisionSolver;
CPhysicsListenerConstraint *m_pConstraintListener;
CDeleteQueue *m_pDeleteQueue;
int m_lastObjectThisTick;
bool m_deleteQuick;
bool m_inSimulation;
bool m_queueDeleteObject;
bool m_fixedTimestep;
bool m_enableConstraintNotify;
};
extern IPhysicsEnvironment *CreatePhysicsEnvironment( void );
class IVP_Synapse_Friction;
class IVP_Real_Object;
extern IVP_Real_Object *GetOppositeSynapseObject( IVP_Synapse_Friction *pfriction );
extern IPhysicsObjectPairHash *CreateObjectPairHash();
#endif // PHYSICS_WORLD_H