#include "cbase.h" #include "vjolt_friction.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // Josh: // Friction snapshots are used for the following: // - Making objects on NPCs phase through them after some time // - Something something physics damage, but that seems to work anyway... :think: // - Game code callback for freezing objects if too many objects (IVP performance backdoor) -- not relevant for us // - Disabling last portal stuff for objects after teleporting, but our trigger callbacks are robust so this game code hack doesn't seem to matter *touch wood* // - Something to do with changing paint powers // - Train physics blockers // All in all, it doesn't seem to be *that* important, most things still work // without it implemented. // Right now, we do not have an efficient way to implement this with Jolt. // Hence it is just stubby. //------------------------------------------------------------------------------------------------- bool JoltPhysicsFrictionSnapshot::IsValid() { return false; } //------------------------------------------------------------------------------------------------- IPhysicsObject *JoltPhysicsFrictionSnapshot::GetObject( int index ) { return nullptr; } int JoltPhysicsFrictionSnapshot::GetMaterial( int index ) { return 0; } //------------------------------------------------------------------------------------------------- void JoltPhysicsFrictionSnapshot::GetContactPoint( Vector &out ) { out.Zero(); } //------------------------------------------------------------------------------------------------- void JoltPhysicsFrictionSnapshot::GetSurfaceNormal( Vector &out ) { out.Zero(); } float JoltPhysicsFrictionSnapshot::GetNormalForce() { return 0.0f; } float JoltPhysicsFrictionSnapshot::GetEnergyAbsorbed() { return 0.0f; } //------------------------------------------------------------------------------------------------- void JoltPhysicsFrictionSnapshot::RecomputeFriction() { } void JoltPhysicsFrictionSnapshot::ClearFrictionForce() { } //------------------------------------------------------------------------------------------------- void JoltPhysicsFrictionSnapshot::MarkContactForDelete() { } void JoltPhysicsFrictionSnapshot::DeleteAllMarkedContacts( bool wakeObjects ) { } //------------------------------------------------------------------------------------------------- void JoltPhysicsFrictionSnapshot::NextFrictionData() { } float JoltPhysicsFrictionSnapshot::GetFrictionCoefficient() { return 0.0f; }