vphysics_jolt/vphysics_jolt/vjolt_surfaceprops.cpp

305 lines
12 KiB
C++

#include "cbase.h"
#include "vjolt_interface.h"
#include "vjolt_keyvalues_schema.h"
#include "vjolt_surfaceprops.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-------------------------------------------------------------------------------------------------
JoltPhysicsSurfaceProps JoltPhysicsSurfaceProps::s_PhysicsSurfaceProps;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( JoltPhysicsSurfaceProps, IPhysicsSurfaceProps, VPHYSICS_SURFACEPROPS_INTERFACE_VERSION, JoltPhysicsSurfaceProps::GetInstance() );
//-------------------------------------------------------------------------------------------------
static const JoltKVSchemaProp_t kSurfacePropDescs[] =
{
// Base Property
{ "Base", KVSCHEMA_DESC( JoltSurfaceProp, data ), FillBaseProp },
// Physics Properties
{ "Friction", KVSCHEMA_DESC( JoltSurfaceProp, data.physics.friction ), FillFloatProp },
{ "Elasticity", KVSCHEMA_DESC( JoltSurfaceProp, data.physics.elasticity ), FillFloatProp },
{ "Density", KVSCHEMA_DESC( JoltSurfaceProp, data.physics.density ), FillFloatProp },
{ "Thickness", KVSCHEMA_DESC( JoltSurfaceProp, data.physics.thickness ), FillFloatProp },
{ "Dampening", KVSCHEMA_DESC( JoltSurfaceProp, data.physics.dampening ), FillFloatProp },
// Audio Properties
{ "AudioReflectivity", KVSCHEMA_DESC( JoltSurfaceProp, data.audio.reflectivity ), FillFloatProp },
{ "AudioHardnessFactor", KVSCHEMA_DESC( JoltSurfaceProp, data.audio.hardnessFactor ), FillFloatProp },
{ "AudioRoughnessFactor", KVSCHEMA_DESC( JoltSurfaceProp, data.audio.roughnessFactor ), FillFloatProp },
{ "ScrapeRoughThreshold", KVSCHEMA_DESC( JoltSurfaceProp, data.audio.roughThreshold ), FillFloatProp },
{ "ImpactHardThreshold", KVSCHEMA_DESC( JoltSurfaceProp, data.audio.hardThreshold ), FillFloatProp },
{ "AudioHardMinVelocity", KVSCHEMA_DESC( JoltSurfaceProp, data.audio.hardVelocityThreshold ), FillFloatProp },
#ifdef GAME_CSGO_OR_NEWER
{ "HighPitchOcclusion", KVSCHEMA_DESC( JoltSurfaceProp, data.audio.highPitchOcclusion ), FillFloatProp },
{ "MidPitchOcclusion", KVSCHEMA_DESC( JoltSurfaceProp, data.audio.midPitchOcclusion ), FillFloatProp },
{ "LowPitchOcclusion", KVSCHEMA_DESC( JoltSurfaceProp, data.audio.lowPitchOcclusion ), FillFloatProp },
#endif
// Sound Properties
#ifdef GAME_ASW_OR_NEWER
{ "StepLeft", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.walkStepLeft ), FillSoundProp },
{ "StepLeft", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.runStepLeft ), FillSoundProp },
{ "StepRight", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.walkStepRight ), FillSoundProp },
{ "StepRight", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.runStepRight ), FillSoundProp },
{ "WalkLeft", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.walkStepLeft ), FillSoundProp },
{ "WalkRight", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.walkStepRight ), FillSoundProp },
{ "RunLeft", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.runStepLeft ), FillSoundProp },
{ "RunRight", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.runStepRight ), FillSoundProp },
#else
{ "StepLeft", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.stepleft ), FillSoundProp },
{ "StepRight", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.stepright ), FillSoundProp },
#endif
{ "ImpactSoft", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.impactSoft ), FillSoundProp },
{ "ImpactHard", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.impactHard ), FillSoundProp },
{ "ScrapeSmooth", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.scrapeSmooth ), FillSoundProp },
{ "ScrapeRough", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.scrapeRough ), FillSoundProp },
{ "BulletImpact", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.bulletImpact ), FillSoundProp },
{ "Rolling", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.rolling ), FillSoundProp },
{ "Break", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.breakSound ), FillSoundProp },
{ "Strain", KVSCHEMA_DESC( JoltSurfaceProp, data.sounds.strainSound ), FillSoundProp },
// Game Properties
{ "MaxSpeedFactor", KVSCHEMA_DESC( JoltSurfaceProp, data.game.maxSpeedFactor ), FillFloatProp },
{ "JumpFactor", KVSCHEMA_DESC( JoltSurfaceProp, data.game.jumpFactor ), FillFloatProp },
#ifdef GAME_CSGO_OR_NEWER
{ "PenetrationModifier", KVSCHEMA_DESC( JoltSurfaceProp, data.game.penetrationModifier ), FillFloatProp },
{ "DamageModifier", KVSCHEMA_DESC( JoltSurfaceProp, data.game.damageModifier ), FillFloatProp },
#endif
{ "GameMaterial", KVSCHEMA_DESC( JoltSurfaceProp, data.game.material ), FillGameMaterialProp },
{ "Climbable", KVSCHEMA_DESC( JoltSurfaceProp, data.game.climbable ), FillUnsignedCharProp },
#ifdef GAME_CSGO_OR_NEWER
{ "HideTargetID", KVSCHEMA_DESC( JoltSurfaceProp, data.game.hidetargetid ), FillBoolProp },
{ "DamageLossPercentPerPenetration", KVSCHEMA_DESC( JoltSurfaceProp, data.game.damageLossPercentPerPenetration ), FillFloatProp },
#endif
};
//-------------------------------------------------------------------------------------------------
JoltPhysicsSurfaceProps::JoltPhysicsSurfaceProps()
{
JoltSurfaceProp prop = {};
prop.data.physics.friction = 0.8f;
prop.data.physics.elasticity = 0.25f;
prop.data.physics.density = 2000.0f;
prop.data.physics.thickness = 0.0f;
prop.data.physics.dampening = 0.0f;
m_SurfaceProps[ "default" ] = prop;
}
//-------------------------------------------------------------------------------------------------
int JoltPhysicsSurfaceProps::ParseSurfaceData( const char *pFilename, const char *pTextfile )
{
KeyValues::AutoDelete kv( SurfacePropsToKeyValues( pTextfile ) );
for ( KeyValues* pSurface = kv->GetFirstSubKey(); pSurface != nullptr; pSurface = pSurface->GetNextKey() )
{
const char *pSurfaceName = pSurface->GetName();
JoltSurfaceProp values = {};
// Try to find it if we already have a material with this name,
// so we can update the values on it, otherwise take the base material.
UtlSymId_t id = m_SurfaceProps.Find( pSurfaceName );
if ( id != m_SurfaceProps.InvalidIndex() )
values = m_SurfaceProps[ id ];
else
values = m_SurfaceProps[ BaseMaterialIdx ];
ParseJoltKVSchema( pSurface, kSurfacePropDescs, uint( std::size( kSurfacePropDescs ) ), &values );
// If we don't have this already, add it,
// otherwise update the values.
if ( id == m_SurfaceProps.InvalidIndex() )
m_SurfaceProps[ pSurfaceName ] = values;
else
m_SurfaceProps[ id ] = values;
}
return m_SurfaceProps.GetNumStrings();
}
int JoltPhysicsSurfaceProps::SurfacePropCount( void ) const
{
return int ( m_SurfaceProps.GetNumStrings() );
}
//-------------------------------------------------------------------------------------------------
int JoltPhysicsSurfaceProps::GetSurfaceIndex( const char *pSurfacePropName ) const
{
// TODO(Josh): Something about reserved props for $MATERIAL_INDEX_SHADOW
UtlSymId_t nIndex = m_SurfaceProps.Find( pSurfacePropName );
if ( nIndex != m_SurfaceProps.InvalidIndex() )
return int( nIndex );
return -1;
}
void JoltPhysicsSurfaceProps::GetPhysicsProperties( int surfaceDataIndex, float *density, float *thickness, float *friction, float *elasticity ) const
{
const UtlSymId_t id = surfaceDataIndex >= 0 && surfaceDataIndex < int( m_SurfaceProps.GetNumStrings() )
? UtlSymId_t( surfaceDataIndex )
: BaseMaterialIdx;
const JoltSurfaceProp& prop = m_SurfaceProps[ id ];
if ( density ) *density = prop.data.physics.density;
if ( thickness ) *thickness = prop.data.physics.thickness;
if ( friction ) *friction = prop.data.physics.friction;
if ( elasticity ) *elasticity = prop.data.physics.elasticity;
}
//-------------------------------------------------------------------------------------------------
surfacedata_t *JoltPhysicsSurfaceProps::GetSurfaceData( int surfaceDataIndex )
{
const UtlSymId_t id = surfaceDataIndex >= 0 && surfaceDataIndex < int( m_SurfaceProps.GetNumStrings() )
? UtlSymId_t( surfaceDataIndex )
: BaseMaterialIdx;
JoltSurfaceProp& prop = m_SurfaceProps[ id ];
return &prop.data;
}
const char *JoltPhysicsSurfaceProps::GetString( unsigned short stringTableIndex ) const
{
return m_SoundStrings.String( stringTableIndex );
}
//-------------------------------------------------------------------------------------------------
const char *JoltPhysicsSurfaceProps::GetPropName( int surfaceDataIndex ) const
{
if ( surfaceDataIndex < 0 || surfaceDataIndex >= int ( m_SurfaceProps.GetNumStrings() ) )
return nullptr;
return m_SurfaceProps.String( surfaceDataIndex );
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsSurfaceProps::SetWorldMaterialIndexTable( int *pMapArray, int mapSize )
{
Log_Stub( LOG_VJolt );
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsSurfaceProps::GetPhysicsParameters( int surfaceDataIndex, surfacephysicsparams_t *pParamsOut ) const
{
if ( !pParamsOut )
return;
const UtlSymId_t id = surfaceDataIndex >= 0 && surfaceDataIndex < int( m_SurfaceProps.GetNumStrings() )
? UtlSymId_t( surfaceDataIndex )
: BaseMaterialIdx;
const JoltSurfaceProp& prop = m_SurfaceProps[ id ];
*pParamsOut = prop.data.physics;
}
//-------------------------------------------------------------------------------------------------
ISaveRestoreOps *JoltPhysicsSurfaceProps::GetMaterialIndexDataOps() const
{
return &JoltPhysicsMaterialIndexSaveOps::GetInstance();
}
//-------------------------------------------------------------------------------------------------
unsigned short JoltPhysicsSurfaceProps::RegisterSound( const char *pName )
{
return m_SoundStrings.AddString( pName );
}
//-------------------------------------------------------------------------------------------------
KeyValues *JoltPhysicsSurfaceProps::SurfacePropsToKeyValues( const char *pszBuffer )
{
return HeaderlessKVBufferToKeyValues( pszBuffer, "PhysProps" );
}
//-------------------------------------------------------------------------------------------------
void *JoltPhysicsSurfaceProps::GetIVPMaterial( int nIndex )
{
Log_Stub( LOG_VJolt );
return nullptr;
}
int JoltPhysicsSurfaceProps::GetIVPMaterialIndex( const void *pMaterial ) const
{
Log_Stub( LOG_VJolt );
return (int)(uintp)( pMaterial );
}
void *JoltPhysicsSurfaceProps::GetIVPManager( void )
{
Log_Stub( LOG_VJolt );
return nullptr;
}
int JoltPhysicsSurfaceProps::RemapIVPMaterialIndex( int nIndex ) const
{
Log_Stub( LOG_VJolt );
return nIndex;
}
const char *JoltPhysicsSurfaceProps::GetReservedMaterialName( int nMaterialIndex ) const
{
Log_Stub( LOG_VJolt );
return "default";
}
//-------------------------------------------------------------------------------------------------
JoltPhysicsMaterialIndexSaveOps JoltPhysicsMaterialIndexSaveOps::s_Instance;
void JoltPhysicsMaterialIndexSaveOps::Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave )
{
int *pMaterialIdx = reinterpret_cast<int*>( fieldInfo.pField );
const char *pMaterialName = JoltPhysicsSurfaceProps::GetInstance().GetPropName( *pMaterialIdx );
if ( !pMaterialName )
pMaterialName = JoltPhysicsSurfaceProps::GetInstance().GetPropName( 0 );
int nMaterialNameLength = V_strlen( pMaterialName ) + 1;
pSave->WriteInt( &nMaterialNameLength );
pSave->WriteString( pMaterialName );
}
void JoltPhysicsMaterialIndexSaveOps::Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore )
{
int nMaterialNameLength = pRestore->ReadInt();
char szMaterialName[ 2048 ];
pRestore->ReadString( szMaterialName, sizeof( szMaterialName ), nMaterialNameLength );
int *pMaterialIdx = reinterpret_cast<int*>( fieldInfo.pField );
*pMaterialIdx = Max( JoltPhysicsSurfaceProps::GetInstance().GetSurfaceIndex( szMaterialName ), 0 );
}
bool JoltPhysicsMaterialIndexSaveOps::IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo )
{
int *pMaterialIdx = reinterpret_cast<int*>( fieldInfo.pField );
return !*pMaterialIdx;
}
void JoltPhysicsMaterialIndexSaveOps::MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo )
{
int* pMaterialIdx = reinterpret_cast<int*>( fieldInfo.pField );
*pMaterialIdx = 0;
}