vphysics_jolt/vphysics_jolt/vjolt_environment.h

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//=================================================================================================
//
// Interface to a physics scene
//
//=================================================================================================
#pragma once
#include "vjolt_interface.h"
#include "vjolt_object.h"
#include "vjolt_constraints.h"
#include "vjolt_listener_contact.h"
class JoltBPLayerInterfaceImpl;
// StateRecorder implementation that saves to a fixed buffer
class VJoltStateRecorder final : public JPH::StateRecorder, public CUtlBuffer
{
public:
using CUtlBuffer::CUtlBuffer;
// StreamIn
void ReadBytes( void* outData, size_t inNumBytes ) override
{
Get( outData, static_cast<int>( inNumBytes ) );
}
bool IsEOF() const override { return false; }
// StreamOut
void WriteBytes( const void* inData, size_t inNumBytes )
{
Put( inData, static_cast<int>( inNumBytes ) );
}
// Both
bool IsFailed() const override { return false; }
};
class JoltPhysicsEnvironment final : public IPhysicsEnvironment
{
public:
JoltPhysicsEnvironment();
~JoltPhysicsEnvironment() override;
void SetDebugOverlay( CreateInterfaceFn debugOverlayFactory ) override;
IVPhysicsDebugOverlay* GetDebugOverlay( void ) override;
void SetGravity( const Vector& gravityVector ) override;
void GetGravity( Vector* pGravityVector ) const override;
void SetAirDensity( float density ) override;
float GetAirDensity() const override;
IPhysicsObject* CreatePolyObject( const CPhysCollide* pCollisionModel, int materialIndex, const Vector& position, const QAngle& angles, objectparams_t* pParams ) override;
IPhysicsObject* CreatePolyObjectStatic( const CPhysCollide* pCollisionModel, int materialIndex, const Vector& position, const QAngle& angles, objectparams_t* pParams ) override;
IPhysicsObject* CreateSphereObject( float radius, int materialIndex, const Vector& position, const QAngle& angles, objectparams_t* pParams, bool isStatic ) override;
void DestroyObject( IPhysicsObject* ) override;
IPhysicsFluidController* CreateFluidController( IPhysicsObject* pFluidObject, fluidparams_t* pParams ) override;
void DestroyFluidController( IPhysicsFluidController* ) override;
IPhysicsSpring* CreateSpring( IPhysicsObject* pObjectStart, IPhysicsObject* pObjectEnd, springparams_t* pParams ) override;
void DestroySpring( IPhysicsSpring* ) override;
IPhysicsConstraint* CreateRagdollConstraint( IPhysicsObject* pReferenceObject, IPhysicsObject* pAttachedObject, IPhysicsConstraintGroup* pGroup, const constraint_ragdollparams_t& ragdoll ) override;
IPhysicsConstraint* CreateHingeConstraint( IPhysicsObject* pReferenceObject, IPhysicsObject* pAttachedObject, IPhysicsConstraintGroup* pGroup, const constraint_hingeparams_t& hinge ) override;
IPhysicsConstraint* CreateFixedConstraint( IPhysicsObject* pReferenceObject, IPhysicsObject* pAttachedObject, IPhysicsConstraintGroup* pGroup, const constraint_fixedparams_t& fixed ) override;
IPhysicsConstraint* CreateSlidingConstraint( IPhysicsObject* pReferenceObject, IPhysicsObject* pAttachedObject, IPhysicsConstraintGroup* pGroup, const constraint_slidingparams_t& sliding ) override;
IPhysicsConstraint* CreateBallsocketConstraint( IPhysicsObject* pReferenceObject, IPhysicsObject* pAttachedObject, IPhysicsConstraintGroup* pGroup, const constraint_ballsocketparams_t& ballsocket ) override;
IPhysicsConstraint* CreatePulleyConstraint( IPhysicsObject* pReferenceObject, IPhysicsObject* pAttachedObject, IPhysicsConstraintGroup* pGroup, const constraint_pulleyparams_t& pulley ) override;
IPhysicsConstraint* CreateLengthConstraint( IPhysicsObject* pReferenceObject, IPhysicsObject* pAttachedObject, IPhysicsConstraintGroup* pGroup, const constraint_lengthparams_t& length ) override;
void DestroyConstraint( IPhysicsConstraint* ) override;
IPhysicsConstraintGroup* CreateConstraintGroup( const constraint_groupparams_t& groupParams ) override;
void DestroyConstraintGroup( IPhysicsConstraintGroup* pGroup ) override;
IPhysicsShadowController* CreateShadowController( IPhysicsObject* pObject, bool allowTranslation, bool allowRotation ) override;
void DestroyShadowController( IPhysicsShadowController* ) override;
IPhysicsPlayerController* CreatePlayerController( IPhysicsObject* pObject ) override;
void DestroyPlayerController( IPhysicsPlayerController* ) override;
IPhysicsMotionController* CreateMotionController( IMotionEvent* pHandler ) override;
void DestroyMotionController( IPhysicsMotionController* pController ) override;
IPhysicsVehicleController* CreateVehicleController( IPhysicsObject* pVehicleBodyObject, const vehicleparams_t& params, unsigned int nVehicleType, IPhysicsGameTrace* pGameTrace ) override;
void DestroyVehicleController( IPhysicsVehicleController* ) override;
void SetCollisionSolver( IPhysicsCollisionSolver* pSolver ) override;
void Simulate( float deltaTime ) override;
bool IsInSimulation() const override;
float GetSimulationTimestep() const override;
void SetSimulationTimestep( float timestep ) override;
float GetSimulationTime() const override;
void ResetSimulationClock() override;
float GetNextFrameTime() const override;
void SetCollisionEventHandler( IPhysicsCollisionEvent* pCollisionEvents ) override;
void SetObjectEventHandler( IPhysicsObjectEvent* pObjectEvents ) override;
virtual void SetConstraintEventHandler( IPhysicsConstraintEvent* pConstraintEvents ) override;
void SetQuickDelete( bool bQuick ) override;
int GetActiveObjectCount() const override;
void GetActiveObjects( IPhysicsObject** pOutputObjectList ) const override;
const IPhysicsObject** GetObjectList( int* pOutputObjectCount ) const override;
bool TransferObject( IPhysicsObject* pObject, IPhysicsEnvironment* pDestinationEnvironment ) override;
void CleanupDeleteList() override;
void EnableDeleteQueue( bool enable ) override;
bool Save( const physsaveparams_t& params ) override;
void PreRestore( const physprerestoreparams_t& params ) override;
bool Restore( const physrestoreparams_t& params ) override;
void PostRestore() override;
bool IsCollisionModelUsed( CPhysCollide* pCollide ) const override;
void TraceRay( const Ray_t& ray, unsigned int fMask, IPhysicsTraceFilter* pTraceFilter, trace_t* pTrace ) override;
void SweepCollideable( const CPhysCollide* pCollide, const Vector& vecAbsStart, const Vector& vecAbsEnd,
const QAngle& vecAngles, unsigned int fMask, IPhysicsTraceFilter* pTraceFilter, trace_t* pTrace ) override;
void GetPerformanceSettings( physics_performanceparams_t* pOutput ) const override;
void SetPerformanceSettings( const physics_performanceparams_t* pSettings ) override;
void ReadStats( physics_stats_t* pOutput ) override;
void ClearStats() override;
unsigned int GetObjectSerializeSize( IPhysicsObject* pObject ) const override;
void SerializeObjectToBuffer( IPhysicsObject* pObject, unsigned char* pBuffer, unsigned int bufferSize ) override;
IPhysicsObject* UnserializeObjectFromBuffer( void* pGameData, unsigned char* pBuffer, unsigned int bufferSize, bool enableCollisions ) override;
void EnableConstraintNotify( bool bEnable ) override;
void DebugCheckContacts() override;
void SetAlternateGravity( const Vector& gravityVector ) override_asw;
void GetAlternateGravity( Vector* pGravityVector ) const override_asw;
float GetDeltaFrameTime( int maxTicks ) const override_asw;
void ForceObjectsToSleep( IPhysicsObject** pList, int listCount ) override_asw;
void SetPredicted( bool bPredicted ) override_portal2;
bool IsPredicted() override_portal2;
void SetPredictionCommandNum( int iCommandNum ) override_portal2;
int GetPredictionCommandNum() override_portal2;
void DoneReferencingPreviousCommands( int iCommandNum ) override_portal2;
void RestorePredictedSimulation() override_portal2;
void DestroyCollideOnDeadObjectFlush( CPhysCollide* ) override_portal2;
public:
JPH::PhysicsSystem* GetPhysicsSystem() { return &m_PhysicsSystem; }
void ObjectTransferHandOver( JoltPhysicsObject* pObject );
JoltPhysicsContactListener* GetContactListener() { return &m_ContactListener; }
IPhysicsConstraintEvent* GetConstraintEvents() { return m_pConstraintListener; }
void NotifyConstraintDisabled( JoltPhysicsConstraint* pConstraint );
void AddDirtyStaticBody( const JPH::BodyID &id );
void RemoveDirtyStaticBody( const JPH::BodyID &id );
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private:
void RemoveBodyAndDeleteObject( JoltPhysicsObject* pObject );
void DeleteDeadObjects();
template <typename T>
void AddPhysicsSaveRestorePointer( uintp oldPtr, T* newPtr );
template <typename T>
T* LookupPhysicsSaveRestorePointer( uintp oldPtr );
void HandleDebugDumpingEnvironment( void* pReturnAddress );
bool m_bSimulating = false;
bool m_bEnableDeleteQueue = false;
bool m_bWakeObjectsOnConstraintDeletion = false;
bool m_bOptimizedBroadPhase = false;
bool m_bUseLinearCast = true;
float m_flStepTime = 1.0f / 60.0f;
float m_flAirDensity = 2.0f;
static JoltBPLayerInterfaceImpl s_BPLayerInterface;
// For GetObjectList
mutable JPH::BodyIDVector m_CachedBodies;
mutable std::vector< const IPhysicsObject * > m_CachedObjects;
// For GetActiveObjectCount and GetActiveObjects
mutable JPH::BodyIDVector m_CachedActiveBodies;
JPH::PhysicsSystem m_PhysicsSystem;
// A vector of objects that were awake, and changed their
// motion type from Dynamic -> Static, so that they can be
// retrieved in GetActiveObjects, and have their visuals updated.
// If we don't do this, objects that get moved, woken, and their
// movement type changed to static will not get their transforms
// updated on the game side.
mutable JPH::BodyIDVector m_DirtyStaticBodies;
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std::vector< JoltPhysicsObject * > m_pDeadObjects;
std::vector< JoltPhysicsConstraint * > m_pDeadConstraints;
std::vector< CPhysCollide * > m_pDeadObjectCollides;
std::vector< IJoltPhysicsController * > m_pPhysicsControllers;
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std::unordered_map< uintp, void * > m_SaveRestorePointerMap;
// The physics system that simulates the world
// The debug overlay to render with (if it was ever passed to us)
IVJoltDebugOverlay *m_pDebugOverlay = nullptr;
JoltPhysicsContactListener m_ContactListener;
IPhysicsConstraintEvent *m_pConstraintListener = nullptr;
bool m_EnableConstraintNotify = false;
mutable bool m_bActiveObjectCountFirst = true;
physics_performanceparams_t m_PerformanceParams;
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};