vphysics_jolt/vphysics_jolt/vjolt_environment.cpp

1492 lines
53 KiB
C++

//=================================================================================================
//
// Interface to a physics scene
// Physics environments are implemented as discrete JPH::PhysicsSystems.
// Portal and Portal 2 have two of these.
//
// Notes:
// Josh: We always use BodyInterfaceNoLock and deal with unlocked bodies now.
// Jolt starts to get very angry and asserts at us for doing that but we are never simulating
// or having it do things while the bodies are technically unlocked -- but it doesn't matter.
// We need to do this so we can assume the lock during the callbacks for collisions and stuff.
//
//=================================================================================================
#include "cbase.h"
#include "vjolt_callstack.h"
#include "vjolt_collide.h"
#include "vjolt_constraints.h"
#include "vjolt_controller_fluid.h"
#include "vjolt_controller_motion.h"
#include "vjolt_controller_player.h"
#include "vjolt_controller_shadow.h"
#include "vjolt_controller_vehicle.h"
#include "vjolt_debugrender.h"
#include "vjolt_layers.h"
#include "vjolt_object.h"
#include "vjolt_state_recorder_file.h"
#include "vjolt_environment.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-------------------------------------------------------------------------------------------------
// This is the max amount of rigid bodies that you can add to the physics system. If you try to add more you'll get an error.
static constexpr uint kMaxBodies = 16384;
// This determines how many mutexes to allocate to protect rigid bodies from concurrent access. Set it to 0 for the default settings.
static constexpr uint kNumBodyMutexes = 0;
// This is the max amount of body pairs that can be queued at any time (the broad phase will detect overlapping
// body pairs based on their bounding boxes and will insert them into a queue for the narrowphase). If you make this buffer
// too small the queue will fill up and the broad phase jobs will start to do narrow phase work. This is slightly less efficient.
static constexpr uint kMaxBodyPairs = kMaxBodies;
// This is the maximum size of the contact constraint buffer. If more contacts (collisions between bodies) are detected than this
// number then these contacts will be ignored and bodies will start interpenetrating / fall through the world.
static constexpr uint kMaxContactConstraints = kMaxBodies;
static ConVar vjolt_linearcast( "vjolt_linearcast", "1", FCVAR_NONE, "Whether bodies will be created with linear cast motion quality (only takes effect after map restart)." );
static ConVar vjolt_initial_simulation( "vjolt_initial_simulation", "0", FCVAR_NONE, "Whether to pre-settle physics objects on map load." );
static ConVar vjolt_substeps_collision( "vjolt_substeps_collision", "1", FCVAR_NONE, "Number of collision steps to perform.", true, 0.0f, true, 4.0f );
static ConVar vjolt_substeps_integration( "vjolt_substeps_integration", "1", FCVAR_NONE, "Number of integration substeps to perform.", true, 0.0f, true, 4.0f );
static ConVar vjolt_baumgarte_factor( "vjolt_baumgarte_factor", "0.2", FCVAR_NONE, "Baumgarte stabilization factor (how much of the position error to 'fix' in 1 update). Changing this may help with constraint stability. Requires a map restart to change.", true, 0.0f, true, 1.0f );
//-------------------------------------------------------------------------------------------------
// Function that determines if two object layers can collide
static bool JoltObjectCanCollide( JPH::ObjectLayer inObject1, JPH::ObjectLayer inObject2 )
{
switch ( inObject1 )
{
// NO_COLLIDE collides with nothing.
case Layers::NO_COLLIDE:
return false;
// NON_MOVING collides with moving objects and debris.
case Layers::NON_MOVING_WORLD:
case Layers::NON_MOVING_OBJECT:
return inObject2 == Layers::MOVING ||
inObject2 == Layers::DEBRIS;
// MOVING collides with moving and non-moving objects.
case Layers::MOVING:
return inObject2 == Layers::MOVING ||
inObject2 == Layers::NON_MOVING_WORLD ||
inObject2 == Layers::NON_MOVING_OBJECT;
// DEBRIS only collides with non-moving objects.
case Layers::DEBRIS:
return inObject2 == Layers::NON_MOVING_WORLD || inObject2 == Layers::NON_MOVING_OBJECT;
default:
VJoltAssert( false );
return false;
}
};
// BroadPhaseLayerInterface implementation
// This defines a mapping between object and broadphase layers.
class JoltBPLayerInterfaceImpl final : public JPH::BroadPhaseLayerInterface
{
public:
JoltBPLayerInterfaceImpl()
{
// Create a mapping table from object to broad phase layer
mObjectToBroadPhase[Layers::NON_MOVING_WORLD] = BroadPhaseLayers::NON_MOVING_WORLD;
mObjectToBroadPhase[Layers::NON_MOVING_OBJECT] = BroadPhaseLayers::NON_MOVING_OBJECT;
mObjectToBroadPhase[Layers::MOVING] = BroadPhaseLayers::MOVING;
mObjectToBroadPhase[Layers::NO_COLLIDE] = BroadPhaseLayers::NO_COLLIDE;
mObjectToBroadPhase[Layers::DEBRIS] = BroadPhaseLayers::DEBRIS;
}
uint GetNumBroadPhaseLayers() const override
{
return Layers::NUM_LAYERS;
}
JPH::BroadPhaseLayer GetBroadPhaseLayer( JPH::ObjectLayer inLayer ) const override
{
VJoltAssert( inLayer < Layers::NUM_LAYERS );
return mObjectToBroadPhase[inLayer];
}
#if defined( JPH_EXTERNAL_PROFILE ) || defined( JPH_PROFILE_ENABLED )
const char *GetBroadPhaseLayerName( JPH::BroadPhaseLayer inLayer ) const override
{
switch ( (JPH::BroadPhaseLayer::Type)inLayer )
{
case (JPH::BroadPhaseLayer::Type)BroadPhaseLayers::NON_MOVING_WORLD: return "NON_MOVING_WORLD";
case (JPH::BroadPhaseLayer::Type)BroadPhaseLayers::NON_MOVING_OBJECT: return "NON_MOVING_OBJECT";
case (JPH::BroadPhaseLayer::Type)BroadPhaseLayers::NO_COLLIDE: return "NO_COLLIDE";
case (JPH::BroadPhaseLayer::Type)BroadPhaseLayers::DEBRIS: return "DEBRIS";
case (JPH::BroadPhaseLayer::Type)BroadPhaseLayers::MOVING: return "MOVING";
default: VJoltAssert( false ); return "INVALID";
}
}
#endif
private:
JPH::BroadPhaseLayer mObjectToBroadPhase[Layers::NUM_LAYERS];
};
// Function that determines if two broadphase layers can collide
static bool JoltBroadPhaseCanCollide( JPH::ObjectLayer inLayer1, JPH::BroadPhaseLayer inLayer2 )
{
switch (inLayer1)
{
// NO_COLLIDE collides with nothing.
case Layers::NO_COLLIDE:
return false;
// NON_MOVING collides with moving objects and debris.
case Layers::NON_MOVING_WORLD:
case Layers::NON_MOVING_OBJECT:
return inLayer2 == BroadPhaseLayers::MOVING ||
inLayer2 == BroadPhaseLayers::DEBRIS;
// MOVING collides with moving and non-moving objects.
case Layers::MOVING:
return inLayer2 == BroadPhaseLayers::MOVING ||
inLayer2 == BroadPhaseLayers::NON_MOVING_WORLD ||
inLayer2 == BroadPhaseLayers::NON_MOVING_OBJECT;
// DEBRIS only collides with non-moving objects.
case Layers::DEBRIS:
return inLayer2 == BroadPhaseLayers::NON_MOVING_WORLD || inLayer2 == BroadPhaseLayers::NON_MOVING_OBJECT;
default:
VJoltAssert( false );
return false;
}
}
//-------------------------------------------------------------------------------------------------
static char s_szNextEnvironmentDumpPath[ MAX_PATH ];
static bool s_bShouldDumpEnvironmentClient = false;
static bool s_bShouldDumpEnvironmentServer = false;
CON_COMMAND( vjolt_environment_dump_client, "Dumps the next simulated environment to a .bin file" )
{
s_bShouldDumpEnvironmentClient = true;
V_strncpy( s_szNextEnvironmentDumpPath, args.Arg( 1 ), MAX_PATH );
}
CON_COMMAND( vjolt_environment_dump_server, "Dumps the next simulated environment to a .bin file" )
{
s_bShouldDumpEnvironmentServer = true;
V_strncpy( s_szNextEnvironmentDumpPath, args.Arg( 1 ), MAX_PATH );
}
//-------------------------------------------------------------------------------------------------
JoltBPLayerInterfaceImpl JoltPhysicsEnvironment::s_BPLayerInterface;
JoltPhysicsEnvironment::JoltPhysicsEnvironment()
: m_ContactListener( m_PhysicsSystem )
{
m_PerformanceParams.Defaults();
m_PhysicsSystem.Init(
kMaxBodies, kNumBodyMutexes, kMaxBodyPairs, kMaxContactConstraints,
s_BPLayerInterface, JoltBroadPhaseCanCollide, JoltObjectCanCollide );
{
JPH::PhysicsSettings settings = m_PhysicsSystem.GetPhysicsSettings();
settings.mBaumgarte = vjolt_baumgarte_factor.GetFloat();
m_PhysicsSystem.SetPhysicsSettings( settings );
}
// A body activation listener gets notified when bodies activate and go to sleep
// Note that this is called from a job so whatever you do here needs to be thread safe.
// Registering one is entirely optional.
//m_PhysicsSystem.SetBodyActivationListener( &vars.bodyActivationListener );
// A contact listener gets notified when bodies (are about to) collide, and when they separate again.
// Note that this is called from a job so whatever you do here needs to be thread safe.
// Registering one is entirely optional.
m_PhysicsSystem.SetContactListener( &m_ContactListener );
// Source clamps friction from 0 -> 1, so lets do that.
m_PhysicsSystem.SetCombineFriction( []( const JPH::Body &inBody1, const JPH::SubShapeID &inSubShapeID1, const JPH::Body &inBody2, const JPH::SubShapeID &inSubShapeID2 ) -> float
{
return Clamp( inBody1.GetFriction() * inBody2.GetFriction(), 0.0f, 1.0f );
} );
// Jolt normally does max( x, y ) for resitution, but
// Source's values expect them to be multiplied and clamped.
m_PhysicsSystem.SetCombineRestitution( []( const JPH::Body &inBody1, const JPH::SubShapeID& inSubShapeID1, const JPH::Body &inBody2, const JPH::SubShapeID& inSubShapeID2 ) -> float
{
return Clamp( inBody1.GetRestitution() * inBody2.GetRestitution(), 0.0f, 1.0f );
} );
// Set our linear cast member
m_bUseLinearCast = vjolt_linearcast.GetBool();
}
JoltPhysicsEnvironment::~JoltPhysicsEnvironment()
{
// Clear any pending dead bodies.
DeleteDeadObjects();
// Clear out all our bodies.
m_PhysicsSystem.GetBodies( m_CachedBodies );
const int nCount = int ( m_CachedBodies.size() );
for ( int i = 0; i < nCount; i++ )
{
JPH::Body *pBody = m_PhysicsSystem.GetBodyLockInterfaceNoLock().TryGetBody( m_CachedBodies[ i ] );
JoltPhysicsObject *pObject = reinterpret_cast< JoltPhysicsObject * >( pBody->GetUserData() );
RemoveBodyAndDeleteObject( pObject );
}
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::SetDebugOverlay( CreateInterfaceFn debugOverlayFactory )
{
m_pDebugOverlay = nullptr;
if ( debugOverlayFactory )
{
m_pDebugOverlay = (IVJoltDebugOverlay *)debugOverlayFactory( VJOLT_DEBUG_OVERLAY_VERSION, nullptr );
JoltPhysicsInterface::GetInstance().SetDebugOverlay( m_pDebugOverlay );
}
}
IVPhysicsDebugOverlay *JoltPhysicsEnvironment::GetDebugOverlay()
{
// Slart: For some reason this is part of the vphysics interface, nothing ever uses it
// outside of vphysics and we shouldn't either, we want to be able to pick between the
// full debugoverlay or the vphysics one based on a compile-time parameter
return nullptr;
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::SetGravity( const Vector &gravityVector )
{
JPH::Vec3 gravity = SourceToJolt::Distance( gravityVector );
m_PhysicsSystem.SetGravity( gravity );
}
void JoltPhysicsEnvironment::GetGravity( Vector *pGravityVector ) const
{
VJoltAssert( pGravityVector );
*pGravityVector = JoltToSource::Distance( m_PhysicsSystem.GetGravity() );
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::SetAirDensity( float density )
{
// Josh: This is linear damping there is also angular damping...
// Slart: Maybe we should set both to this value
m_flAirDensity = density;
Log_Stub( LOG_VJolt );
}
float JoltPhysicsEnvironment::GetAirDensity() const
{
Log_Stub( LOG_VJolt );
return m_flAirDensity;
}
//-------------------------------------------------------------------------------------------------
static objectparams_t NormalizeObjectParams( objectparams_t* pParams )
{
objectparams_t params = *pParams;
params.mass = Clamp( pParams->mass, VPHYSICS_MIN_MASS, VPHYSICS_MAX_MASS );
return params;
}
//-------------------------------------------------------------------------------------------------
IPhysicsObject *JoltPhysicsEnvironment::CreatePolyObject( const CPhysCollide *pCollisionModel, int materialIndex, const Vector &position, const QAngle &angles, objectparams_t *pParams )
{
objectparams_t params = NormalizeObjectParams( pParams );
const JPH::Shape* pShape = pCollisionModel->ToShape();
if ( params.massCenterOverride )
{
JPH::Vec3 massCenterOverride = SourceToJolt::Distance( *params.massCenterOverride );
pShape = CreateCOMOverrideShape( pShape, massCenterOverride );
}
JPH::BodyCreationSettings settings( pShape, SourceToJolt::Distance( position ), SourceToJolt::Angle( angles ), JPH::EMotionType::Dynamic, Layers::MOVING );
settings.mMassPropertiesOverride.mMass = params.mass;
//settings.mMassPropertiesOverride.mInertia = JPH::Mat44::sIdentity() * params.inertia;
settings.mOverrideMassProperties = JPH::EOverrideMassProperties::CalculateInertia; // JPH::EOverrideMassProperties::MassAndInertiaProvided;
if ( m_bUseLinearCast )
settings.mMotionQuality = JPH::EMotionQuality::LinearCast;
JPH::BodyInterface &bodyInterface = m_PhysicsSystem.GetBodyInterfaceNoLock();
JPH::Body *pBody = bodyInterface.CreateBody( settings );
bodyInterface.AddBody( pBody->GetID(), JPH::EActivation::DontActivate );
return new JoltPhysicsObject( pBody, this, false, materialIndex, &params );
}
IPhysicsObject *JoltPhysicsEnvironment::CreatePolyObjectStatic( const CPhysCollide *pCollisionModel, int materialIndex, const Vector &position, const QAngle &angles, objectparams_t *pParams )
{
objectparams_t params = NormalizeObjectParams( pParams );
JPH::BodyCreationSettings settings( pCollisionModel->ToShape(), SourceToJolt::Distance( position ), SourceToJolt::Angle( angles ), JPH::EMotionType::Static, Layers::NON_MOVING_WORLD );
JPH::BodyInterface &bodyInterface = m_PhysicsSystem.GetBodyInterfaceNoLock();
JPH::Body *pBody = bodyInterface.CreateBody( settings );
bodyInterface.AddBody( pBody->GetID(), JPH::EActivation::DontActivate );
return new JoltPhysicsObject( pBody, this, true, materialIndex, &params );
}
IPhysicsObject *JoltPhysicsEnvironment::CreateSphereObject( float radius, int materialIndex, const Vector &position, const QAngle &angles, objectparams_t *pParams, bool isStatic )
{
objectparams_t params = NormalizeObjectParams( pParams );
const JPH::Shape *pShape = new JPH::SphereShape( SourceToJolt::Distance( radius ) );
if ( params.massCenterOverride )
{
JPH::Vec3 massCenterOverride = SourceToJolt::Distance( *params.massCenterOverride );
pShape = CreateCOMOverrideShape( pShape, massCenterOverride );
}
JPH::EMotionType motionType = isStatic ? JPH::EMotionType::Static : JPH::EMotionType::Dynamic;
JPH::ObjectLayer objectLayer = isStatic ? Layers::NON_MOVING_WORLD : Layers::MOVING;
JPH::BodyCreationSettings settings( pShape, SourceToJolt::Distance( position ), SourceToJolt::Angle( angles ), motionType, objectLayer );
if ( !isStatic )
{
if ( m_bUseLinearCast )
settings.mMotionQuality = JPH::EMotionQuality::LinearCast;
settings.mMassPropertiesOverride.mMass = params.mass;
//settings.mMassPropertiesOverride.mInertia = JPH::Mat44::sIdentity() * params.inertia;
settings.mOverrideMassProperties = JPH::EOverrideMassProperties::CalculateInertia;//JPH::EOverrideMassProperties::MassAndInertiaProvided;
}
JPH::BodyInterface &bodyInterface = m_PhysicsSystem.GetBodyInterfaceNoLock();
JPH::Body *pBody = bodyInterface.CreateBody( settings );
bodyInterface.AddBody( pBody->GetID(), JPH::EActivation::DontActivate );
return new JoltPhysicsObject( pBody, this, isStatic, materialIndex, &params );
}
void JoltPhysicsEnvironment::DestroyObject( IPhysicsObject *pObject )
{
if ( !pObject )
return;
JoltPhysicsObject *pJoltObject = static_cast<JoltPhysicsObject *>( pObject );
if ( pJoltObject->GetCallbackFlags() & CALLBACK_MARKED_FOR_DELETE )
{
// Object deleted twice.
VJoltAssertMsg( 0, "Object deleted twice.\n" );
return;
}
pJoltObject->AddCallbackFlags( CALLBACK_MARKED_FOR_DELETE );
// If we are simulating or the delete queue is enabled, add it to the delete queue.
// Otherwise, just delete it now.
if ( m_bSimulating || m_bEnableDeleteQueue )
m_pDeadObjects.push_back( pJoltObject );
else
RemoveBodyAndDeleteObject( pJoltObject );
}
//-------------------------------------------------------------------------------------------------
IPhysicsFluidController *JoltPhysicsEnvironment::CreateFluidController( IPhysicsObject *pFluidObject, fluidparams_t *pParams )
{
JoltPhysicsObject *pJoltObject = static_cast< JoltPhysicsObject * >( pFluidObject );
JoltPhysicsFluidController *pFluidController = new JoltPhysicsFluidController( &m_PhysicsSystem, pJoltObject, pParams );
m_pPhysicsControllers.push_back( pFluidController );
return pFluidController;
}
void JoltPhysicsEnvironment::DestroyFluidController( IPhysicsFluidController *pFluidController )
{
JoltPhysicsFluidController *pInternalFluidController = static_cast<JoltPhysicsFluidController *>( pFluidController );
Erase( m_pPhysicsControllers, pInternalFluidController );
delete pInternalFluidController;
}
//-------------------------------------------------------------------------------------------------
class JoltPhysicsSpring final : public IPhysicsSpring, public IJoltObjectDestroyedListener
{
public:
JoltPhysicsSpring( JPH::PhysicsSystem *pPhysicsSystem, JoltPhysicsObject *pObjectStart, JoltPhysicsObject *pObjectEnd, springparams_t *pParams );
~JoltPhysicsSpring() override;
void GetEndpoints( Vector *worldPositionStart, Vector *worldPositionEnd ) override;
void SetSpringConstant( float flSpringConstant ) override;
void SetSpringDamping( float flSpringDamping ) override;
void SetSpringLength( float flSpringLength ) override;
IPhysicsObject *GetStartObject() override;
IPhysicsObject *GetEndObject() override;
void OnJoltPhysicsObjectDestroyed( JoltPhysicsObject *pObject );
private:
JPH::PhysicsSystem *m_pPhysicsSystem = nullptr;
JoltPhysicsObject *m_pObjectStart = nullptr;
JoltPhysicsObject *m_pObjectEnd = nullptr;
JPH::DistanceConstraint *m_pConstraint = nullptr;
bool m_OnlyStretch = false;
};
//-------------------------------------------------------------------------------------------------
JoltPhysicsSpring::JoltPhysicsSpring( JPH::PhysicsSystem *pPhysicsSystem, JoltPhysicsObject *pObjectStart, JoltPhysicsObject *pObjectEnd, springparams_t *pParams )
: m_pPhysicsSystem( pPhysicsSystem )
, m_pObjectStart( pObjectStart )
, m_pObjectEnd( pObjectEnd )
, m_OnlyStretch( pParams->onlyStretch )
{
JPH::Body *refBody = m_pObjectStart->GetBody();
JPH::Body *attBody = m_pObjectEnd->GetBody();
JPH::DistanceConstraintSettings settings;
settings.mSpace = pParams->useLocalPositions ? JPH::EConstraintSpace::LocalToBodyCOM : JPH::EConstraintSpace::WorldSpace;
settings.mPoint1 = SourceToJolt::Distance( pParams->startPosition );
settings.mPoint2 = SourceToJolt::Distance( pParams->endPosition );
settings.mMinDistance = m_OnlyStretch ? 0.0f : SourceToJolt::Distance( pParams->naturalLength );
settings.mMaxDistance = SourceToJolt::Distance( pParams->naturalLength );
settings.mFrequency = GetSpringFrequency( pParams->constant, m_pObjectStart, m_pObjectEnd );
// TODO(Josh): The damping values are normally fucking crazy like 5500 from Source... wtf is going on here.
settings.mDamping = 0.0f;
m_pConstraint = static_cast< JPH::DistanceConstraint * >( settings.Create( *refBody, *attBody ) );
m_pConstraint->SetEnabled( true );
m_pPhysicsSystem->AddConstraint( m_pConstraint );
m_pObjectStart->AddDestroyedListener( this );
m_pObjectEnd->AddDestroyedListener( this );
}
JoltPhysicsSpring::~JoltPhysicsSpring()
{
if ( m_pObjectStart )
m_pObjectStart->RemoveDestroyedListener( this );
if ( m_pObjectEnd )
m_pObjectEnd->RemoveDestroyedListener( this );
m_pPhysicsSystem->RemoveConstraint( m_pConstraint );
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsSpring::GetEndpoints( Vector *worldPositionStart, Vector *worldPositionEnd )
{
// TODO(Josh): Implement this.
Log_Stub( LOG_VJolt );
if ( worldPositionStart )
*worldPositionStart = vec3_origin;
if ( worldPositionEnd )
*worldPositionEnd = vec3_origin;
}
void JoltPhysicsSpring::SetSpringConstant( float flSpringConstant )
{
m_pObjectStart->Wake();
m_pObjectEnd->Wake();
m_pConstraint->SetFrequency( GetSpringFrequency( flSpringConstant, m_pObjectStart, m_pObjectEnd ) );
}
void JoltPhysicsSpring::SetSpringDamping( float flSpringDamping )
{
m_pObjectStart->Wake();
m_pObjectEnd->Wake();
//m_pConstraint->SetDamping( flSpringDamping );
}
void JoltPhysicsSpring::SetSpringLength( float flSpringLength )
{
m_pObjectStart->Wake();
m_pObjectEnd->Wake();
float flLength = SourceToJolt::Distance( flSpringLength );
m_pConstraint->SetDistance( m_OnlyStretch ? 0.0f : flLength, flLength );
}
//-------------------------------------------------------------------------------------------------
IPhysicsObject *JoltPhysicsSpring::GetStartObject()
{
return m_pObjectStart;
}
IPhysicsObject *JoltPhysicsSpring::GetEndObject()
{
return m_pObjectEnd;
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsSpring::OnJoltPhysicsObjectDestroyed( JoltPhysicsObject *pObject )
{
if ( pObject == m_pObjectStart )
m_pObjectStart = nullptr;
if ( pObject == m_pObjectEnd )
m_pObjectEnd = nullptr;
}
//-------------------------------------------------------------------------------------------------
IPhysicsSpring *JoltPhysicsEnvironment::CreateSpring( IPhysicsObject *pObjectStart, IPhysicsObject *pObjectEnd, springparams_t *pParams )
{
JoltPhysicsObject *pJoltObjectStart = static_cast< JoltPhysicsObject *>( pObjectStart );
JoltPhysicsObject *pJoltObjectEnd = static_cast< JoltPhysicsObject *>( pObjectEnd );
return new JoltPhysicsSpring( &m_PhysicsSystem, pJoltObjectStart, pJoltObjectEnd, pParams );
}
void JoltPhysicsEnvironment::DestroySpring( IPhysicsSpring *pSpring )
{
JoltPhysicsSpring *pJoltSpring = static_cast< JoltPhysicsSpring * >( pSpring );
delete pJoltSpring;
}
//-------------------------------------------------------------------------------------------------
IPhysicsConstraint *JoltPhysicsEnvironment::CreateRagdollConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_ragdollparams_t &ragdoll )
{
JoltPhysicsConstraint *pConstraint = new JoltPhysicsConstraint( this, pReferenceObject, pAttachedObject );
pConstraint->InitialiseRagdoll( pGroup, ragdoll );
return pConstraint;
}
IPhysicsConstraint *JoltPhysicsEnvironment::CreateHingeConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_hingeparams_t &hinge )
{
JoltPhysicsConstraint *pConstraint = new JoltPhysicsConstraint( this, pReferenceObject, pAttachedObject );
pConstraint->InitialiseHinge( pGroup, hinge );
return pConstraint;
}
IPhysicsConstraint *JoltPhysicsEnvironment::CreateFixedConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_fixedparams_t &fixed )
{
JoltPhysicsConstraint *pConstraint = new JoltPhysicsConstraint( this, pReferenceObject, pAttachedObject );
pConstraint->InitialiseFixed( pGroup, fixed );
return pConstraint;
}
IPhysicsConstraint *JoltPhysicsEnvironment::CreateSlidingConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_slidingparams_t &sliding )
{
JoltPhysicsConstraint *pConstraint = new JoltPhysicsConstraint( this, pReferenceObject, pAttachedObject );
pConstraint->InitialiseSliding( pGroup, sliding );
return pConstraint;
}
IPhysicsConstraint *JoltPhysicsEnvironment::CreateBallsocketConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_ballsocketparams_t &ballsocket )
{
JoltPhysicsConstraint *pConstraint = new JoltPhysicsConstraint( this, pReferenceObject, pAttachedObject );
pConstraint->InitialiseBallsocket( pGroup, ballsocket );
return pConstraint;
}
IPhysicsConstraint *JoltPhysicsEnvironment::CreatePulleyConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_pulleyparams_t &pulley )
{
Log_Stub( LOG_VJolt );
return nullptr;
}
IPhysicsConstraint *JoltPhysicsEnvironment::CreateLengthConstraint( IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, IPhysicsConstraintGroup *pGroup, const constraint_lengthparams_t &length )
{
JoltPhysicsConstraint *pConstraint = new JoltPhysicsConstraint( this, pReferenceObject, pAttachedObject );
pConstraint->InitialiseLength( pGroup, length );
return pConstraint;
}
void JoltPhysicsEnvironment::DestroyConstraint( IPhysicsConstraint *pConstraint )
{
if ( !pConstraint )
return;
JoltPhysicsConstraint *pJoltConstraint = static_cast< JoltPhysicsConstraint * >( pConstraint );
if ( m_bWakeObjectsOnConstraintDeletion )
{
IPhysicsObject *pObjectRef = pJoltConstraint->GetReferenceObject();
if ( pObjectRef )
pObjectRef->Wake();
IPhysicsObject *pObjectAtt = pJoltConstraint->GetAttachedObject();
if ( pObjectAtt )
pObjectAtt->Wake();
}
// Suprisingly, the quick delete thing only affects whether we wake
// constraints or not.
// It does not affect whether it goes in the delete queue.
if ( m_bSimulating )
{
pJoltConstraint->Deactivate();
m_pDeadConstraints.push_back( pJoltConstraint );
}
else
{
delete pJoltConstraint;
}
}
//-------------------------------------------------------------------------------------------------
IPhysicsConstraintGroup *JoltPhysicsEnvironment::CreateConstraintGroup( const constraint_groupparams_t &groupParams )
{
return new JoltPhysicsConstraintGroup;
}
void JoltPhysicsEnvironment::DestroyConstraintGroup( IPhysicsConstraintGroup *pGroup )
{
delete static_cast<JoltPhysicsConstraintGroup *>( pGroup );
}
//-------------------------------------------------------------------------------------------------
IPhysicsShadowController *JoltPhysicsEnvironment::CreateShadowController( IPhysicsObject *pObject, bool allowTranslation, bool allowRotation )
{
JoltPhysicsShadowController *pController = new JoltPhysicsShadowController( static_cast<JoltPhysicsObject *>( pObject ), allowTranslation, allowRotation );
m_pPhysicsControllers.push_back( pController );
return pController;
}
void JoltPhysicsEnvironment::DestroyShadowController( IPhysicsShadowController *pShadowController )
{
JoltPhysicsShadowController *pController = static_cast< JoltPhysicsShadowController * >( pShadowController );
Erase( m_pPhysicsControllers, pController );
delete pController;
}
//-------------------------------------------------------------------------------------------------
IPhysicsPlayerController *JoltPhysicsEnvironment::CreatePlayerController( IPhysicsObject *pObject )
{
JoltPhysicsPlayerController *pController = new JoltPhysicsPlayerController( static_cast<JoltPhysicsObject *>( pObject ) );
m_pPhysicsControllers.push_back( pController );
return pController;
}
void JoltPhysicsEnvironment::DestroyPlayerController( IPhysicsPlayerController *pPlayerController )
{
JoltPhysicsPlayerController *pController = static_cast< JoltPhysicsPlayerController * >( pPlayerController );
Erase( m_pPhysicsControllers, pController );
delete pController;
}
//-------------------------------------------------------------------------------------------------
IPhysicsMotionController *JoltPhysicsEnvironment::CreateMotionController( IMotionEvent *pHandler )
{
JoltPhysicsMotionController *pController = new JoltPhysicsMotionController( pHandler );
m_pPhysicsControllers.push_back( pController );
return pController;
}
void JoltPhysicsEnvironment::DestroyMotionController( IPhysicsMotionController *pController )
{
JoltPhysicsMotionController *pJoltController = static_cast< JoltPhysicsMotionController * >( pController );
Erase( m_pPhysicsControllers, pJoltController );
delete pJoltController;
}
//-------------------------------------------------------------------------------------------------
IPhysicsVehicleController *JoltPhysicsEnvironment::CreateVehicleController( IPhysicsObject *pVehicleBodyObject, const vehicleparams_t &params, unsigned int nVehicleType, IPhysicsGameTrace *pGameTrace )
{
JoltPhysicsObject *pJoltCarBodyObject = static_cast< JoltPhysicsObject * >( pVehicleBodyObject );
JoltPhysicsVehicleController *pController = new JoltPhysicsVehicleController( this, &m_PhysicsSystem, pJoltCarBodyObject, params, nVehicleType, pGameTrace );
m_pPhysicsControllers.push_back( pController );
return pController;
}
void JoltPhysicsEnvironment::DestroyVehicleController( IPhysicsVehicleController *pVehicleController )
{
JoltPhysicsVehicleController *pJoltController = static_cast<JoltPhysicsVehicleController *>( pVehicleController );
Erase( m_pPhysicsControllers, pJoltController );
delete pJoltController;
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::SetCollisionSolver( IPhysicsCollisionSolver *pSolver )
{
m_ContactListener.SetGameSolver( pSolver );
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::Simulate( float deltaTime )
{
// Handle pausing the game...
if ( deltaTime == 0.0f )
return;
// Grab our shared assets from the interface
JPH::TempAllocator *tempAllocator = JoltPhysicsInterface::GetInstance().GetTempAllocator();
JPH::JobSystem *jobSystem = JoltPhysicsInterface::GetInstance().GetJobSystem();
// Clear any dead objects before running the simulation.
DeleteDeadObjects();
HandleDebugDumpingEnvironment( VJOLT_RETURN_ADDRESS() );
m_bSimulating = true;
// Funnily enough, VPhysics calls this BEFORE
// doing the simulation...
m_ContactListener.PostSimulationFrame();
// Run pre-simulation controllers
for ( IJoltPhysicsController *pController : m_pPhysicsControllers )
pController->OnPreSimulate( deltaTime );
const int nIntegrationSubSteps = vjolt_substeps_integration.GetInt();
const int nCollisionSubSteps = vjolt_substeps_collision.GetInt();
// If we haven't already, optimize the broadphase, currently this can only happen once per-environment
if ( !m_bOptimizedBroadPhase )
{
m_PhysicsSystem.OptimizeBroadPhase();
m_bOptimizedBroadPhase = true;
if ( vjolt_initial_simulation.GetBool() )
{
// Do an initial simulation to settle objects down.
static constexpr float InitialIterationTimescale = 1.0f / 60.0f;
static constexpr int MaxInitialIterations = 1024;
static constexpr int InitialSubSteps = 4;
int nIterCount = 0;
while ( m_PhysicsSystem.GetNumActiveBodies() && nIterCount < MaxInitialIterations )
{
m_PhysicsSystem.Update( InitialIterationTimescale, 1, InitialSubSteps, tempAllocator, jobSystem );
nIterCount++;
}
}
else
{
// Move things around!
m_PhysicsSystem.Update( deltaTime, nCollisionSubSteps, nIntegrationSubSteps, tempAllocator, jobSystem );
}
}
else
{
// Move things around!
m_PhysicsSystem.Update( deltaTime, nCollisionSubSteps, nIntegrationSubSteps, tempAllocator, jobSystem );
}
m_ContactListener.FlushCallbacks();
// Run post-simulation controllers
for ( IJoltPhysicsController *pController : m_pPhysicsControllers )
pController->OnPostSimulate( deltaTime );
m_bSimulating = false;
// If the delete queue is disabled, we only added to it during the simulation
// ie. callbacks etc. So flush that now.
if ( !m_bEnableDeleteQueue )
DeleteDeadObjects();
#ifdef JPH_DEBUG_RENDERER
JoltPhysicsDebugRenderer::GetInstance().RenderPhysicsSystem( m_PhysicsSystem );
#endif
}
bool JoltPhysicsEnvironment::IsInSimulation() const
{
return m_bSimulating;
}
//-------------------------------------------------------------------------------------------------
float JoltPhysicsEnvironment::GetSimulationTimestep() const
{
return m_flStepTime;
}
void JoltPhysicsEnvironment::SetSimulationTimestep( float timestep )
{
m_flStepTime = timestep;
}
//-------------------------------------------------------------------------------------------------
float JoltPhysicsEnvironment::GetSimulationTime() const
{
Log_Stub( LOG_VJolt );
return 0.0f;
}
void JoltPhysicsEnvironment::ResetSimulationClock()
{
Log_Stub( LOG_VJolt );
}
float JoltPhysicsEnvironment::GetNextFrameTime() const
{
Log_Stub( LOG_VJolt );
return 0.0f;
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::SetCollisionEventHandler( IPhysicsCollisionEvent *pCollisionEvents )
{
m_ContactListener.SetGameListener( pCollisionEvents );
}
void JoltPhysicsEnvironment::SetObjectEventHandler( IPhysicsObjectEvent *pObjectEvents )
{
Log_Stub( LOG_VJolt );
}
void JoltPhysicsEnvironment::SetConstraintEventHandler( IPhysicsConstraintEvent *pConstraintEvents )
{
m_pConstraintListener = pConstraintEvents;
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::SetQuickDelete( bool bQuick )
{
// Josh:
// What a weird function, all this does is determine whether
// to wake objects when the constraint gets deleted or not.
m_bWakeObjectsOnConstraintDeletion = !bQuick;
}
//-------------------------------------------------------------------------------------------------
// GetActiveObjectCount and GetActiveObjects are always called in pairs
// and outside of the simulation.
//
// If there is a weird case where this is different (GMod lua on collision callbacks maybe?).
// Uncomment the locking code below.
int JoltPhysicsEnvironment::GetActiveObjectCount() const
{
if ( !m_bActiveObjectCountFirst )
{
m_PhysicsSystem.GetActiveBodies( m_CachedActiveBodies );
// Append any dirty static bodies we need the game side transforms
// to be updated for.
m_CachedActiveBodies.insert( m_CachedActiveBodies.end(), m_DirtyStaticBodies.begin(), m_DirtyStaticBodies.end() );
}
else
{
// If this is the first call, then some objects may have become
// asleep from the initial simulation have their visuals not match where they are.
m_PhysicsSystem.GetBodies( m_CachedActiveBodies );
m_bActiveObjectCountFirst = false;
}
m_DirtyStaticBodies.clear();
return int( m_CachedActiveBodies.size() );
}
void JoltPhysicsEnvironment::GetActiveObjects( IPhysicsObject **pOutputObjectList ) const
{
const int nCount = int ( m_CachedActiveBodies.size() );
for ( int i = 0; i < nCount; i++ )
{
JPH::Body *pBody = m_PhysicsSystem.GetBodyLockInterfaceNoLock().TryGetBody( m_CachedActiveBodies[ i ] );
pOutputObjectList[ i ] = reinterpret_cast<IPhysicsObject *>( pBody->GetUserData() );
}
}
const IPhysicsObject **JoltPhysicsEnvironment::GetObjectList( int *pOutputObjectCount ) const
{
m_PhysicsSystem.GetBodies( m_CachedBodies );
const int nCount = int ( m_CachedBodies.size() );
if ( pOutputObjectCount )
*pOutputObjectCount = nCount;
m_CachedObjects.resize( nCount );
for ( int i = 0; i < nCount; i++ )
{
JPH::Body *pBody = m_PhysicsSystem.GetBodyLockInterfaceNoLock().TryGetBody( m_CachedBodies[ i ] );
m_CachedObjects[ i ] = reinterpret_cast< IPhysicsObject * >( pBody->GetUserData() );
}
return m_CachedObjects.data();
}
bool JoltPhysicsEnvironment::TransferObject( IPhysicsObject *pObject, IPhysicsEnvironment *pDestinationEnvironment )
{
JoltPhysicsObject *pJoltObject = static_cast< JoltPhysicsObject * >( pObject );
JoltPhysicsEnvironment *pJoltEnv = static_cast< JoltPhysicsEnvironment * >( pDestinationEnvironment );
JPH::BodyInterface &bodyInterface = m_PhysicsSystem.GetBodyInterfaceNoLock();
bodyInterface.RemoveBody( pJoltObject->GetBodyID() );
pJoltEnv->ObjectTransferHandOver( pJoltObject );
pJoltObject->UpdateEnvironment( pJoltEnv );
return true;
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::CleanupDeleteList()
{
DeleteDeadObjects();
}
void JoltPhysicsEnvironment::EnableDeleteQueue( bool enable )
{
m_bEnableDeleteQueue = enable;
}
//-------------------------------------------------------------------------------------------------
class JoltStateRecorderSave final : public JPH::StateRecorder
{
public:
JoltStateRecorderSave( ISave *pSave )
: m_pSave( pSave )
{
}
JoltStateRecorderSave( IRestore *pRestore )
: m_pRestore( pRestore )
{
}
void WriteBytes( const void* inData, size_t inNumBytes ) override
{
m_pSave->WriteData( reinterpret_cast< const char * >( inData ), int( inNumBytes ) );
}
void ReadBytes( void* outData, size_t inNumBytes ) override
{
m_pRestore->ReadData( reinterpret_cast< char * >( outData ), int( inNumBytes ), 0 );
}
bool IsEOF() const override { return false; }
bool IsFailed() const override { return false; }
private:
union
{
ISave *m_pSave;
IRestore *m_pRestore;
};
};
bool JoltPhysicsEnvironment::Save( const physsaveparams_t &params )
{
JoltStateRecorderSave recorder( params.pSave );
switch ( params.type )
{
default:
case PIID_UNKNOWN:
Log_Warning( LOG_VJolt, "Saving PIID_UNKNOWN is unsupported right now.\n" );
return false;
case PIID_IPHYSICSOBJECT:
{
JoltPhysicsObject *pObject = reinterpret_cast< JoltPhysicsObject * >( params.pObject );
JPH::BodyCreationSettings bodyCreationSettings = pObject->GetBody()->GetBodyCreationSettings();
recorder.Write( reinterpret_cast<uintptr_t>( pObject ) );
bodyCreationSettings.SaveBinaryState( recorder );
pObject->SaveObjectState( recorder );
return true;
}
case PIID_IPHYSICSFLUIDCONTROLLER:
// This just returns false in regular VPhysics.
return false;
case PIID_IPHYSICSSPRING:
Log_Warning( LOG_VJolt, "Saving PIID_IPHYSICSSPRING is unsupported right now.\n" );
return false;
case PIID_IPHYSICSCONSTRAINTGROUP:
Log_Warning( LOG_VJolt, "Saving PIID_IPHYSICSCONSTRAINTGROUP is unsupported right now.\n" );
return false;
case PIID_IPHYSICSCONSTRAINT:
{
JoltPhysicsConstraint *pConstraint = reinterpret_cast< JoltPhysicsConstraint * >( params.pObject );
JoltPhysicsObject *pRefObject = reinterpret_cast< JoltPhysicsObject * >( pConstraint->GetReferenceObject() );
JoltPhysicsObject *pAttObject = reinterpret_cast< JoltPhysicsObject * >( pConstraint->GetAttachedObject() );
recorder.Write( reinterpret_cast<uintptr_t>( pConstraint ) );
recorder.Write( reinterpret_cast<uintptr_t>( pRefObject ) );
recorder.Write( reinterpret_cast<uintptr_t>( pAttObject ) );
pConstraint->SaveConstraintSettings( recorder );
return true;
}
case PIID_IPHYSICSSHADOWCONTROLLER:
Log_Warning( LOG_VJolt, "Saving PIID_IPHYSICSSHADOWCONTROLLER is unsupported right now.\n" );
return false;
case PIID_IPHYSICSPLAYERCONTROLLER:
// This just returns false in regular VPhysics.
return false;
case PIID_IPHYSICSMOTIONCONTROLLER:
Log_Warning( LOG_VJolt, "Saving PIID_IPHYSICSMOTIONCONTROLLER is unsupported right now.\n" );
return false;
case PIID_IPHYSICSVEHICLECONTROLLER:
Log_Warning( LOG_VJolt, "Saving PIID_IPHYSICSVEHICLECONTROLLER is unsupported right now.\n" );
return false;
case PIID_IPHYSICSGAMETRACE:
Log_Warning( LOG_VJolt, "Saving PIID_IPHYSICSGAMETRACE is unsupported right now.\n" );
return false;
}
}
void JoltPhysicsEnvironment::PreRestore( const physprerestoreparams_t &params )
{
m_SaveRestorePointerMap.clear();
for ( int i = 0; i < params.recreatedObjectCount; i++ )
AddPhysicsSaveRestorePointer(
reinterpret_cast< uintp >( params.recreatedObjectList[ i ].pOldObject ),
params.recreatedObjectList[ i ].pNewObject );
}
bool JoltPhysicsEnvironment::Restore( const physrestoreparams_t &params )
{
JPH::BodyInterface &bodyInterface = m_PhysicsSystem.GetBodyInterfaceNoLock();
JoltStateRecorderSave recorder( params.pRestore );
switch ( params.type )
{
default:
case PIID_UNKNOWN:
Log_Warning( LOG_VJolt, "Restoring PIID_UNKNOWN is unsupported right now.\n" );
return false;
case PIID_IPHYSICSOBJECT:
{
const JPH::Shape* pShape = params.pCollisionModel->ToShape();
JPH::BodyCreationSettings bodyCreationSettings;
uintp originalPtr;
recorder.Read( originalPtr );
bodyCreationSettings.RestoreBinaryState( recorder );
bodyCreationSettings.SetShape( pShape );
JPH::Body *pBody = bodyInterface.CreateBody( bodyCreationSettings );
bodyInterface.AddBody( pBody->GetID(), JPH::EActivation::DontActivate );
JoltPhysicsObject *pJoltObject = new JoltPhysicsObject( pBody, this, params.pGameData, recorder );
*params.ppObject = reinterpret_cast< void * >( pJoltObject );
AddPhysicsSaveRestorePointer( originalPtr, pJoltObject );
return true;
}
case PIID_IPHYSICSFLUIDCONTROLLER:
// Given saving this just returns false, this should never happen.
Log_Warning( LOG_VJolt, "Restoring PIID_IPHYSICSFLUIDCONTROLLER is unsupported right now.\n" );
return false;
case PIID_IPHYSICSSPRING:
Log_Warning( LOG_VJolt, "Restoring PIID_IPHYSICSSPRING is unsupported right now.\n" );
return false;
case PIID_IPHYSICSCONSTRAINTGROUP:
Log_Warning( LOG_VJolt, "Restoring PIID_IPHYSICSCONSTRAINTGROUP is unsupported right now.\n" );
return false;
case PIID_IPHYSICSCONSTRAINT:
{
uintp constraintPtr, refObjectPtr, attObjectPtr;
constraintType_t type;
recorder.Read( constraintPtr );
recorder.Read( refObjectPtr );
recorder.Read( attObjectPtr );
recorder.Read( type );
JPH::ConstraintSettings::ConstraintResult result = JPH::ConstraintSettings::sRestoreFromBinaryState( recorder );
if ( result.HasError() )
{
Log_Warning( LOG_VJolt, "Error restoring constraint: %s.\n", result.GetError().c_str() );
return false;
}
JoltPhysicsObject* pRefObject = LookupPhysicsSaveRestorePointer< JoltPhysicsObject >( refObjectPtr );
JoltPhysicsObject* pAttObject = LookupPhysicsSaveRestorePointer< JoltPhysicsObject >( attObjectPtr );
const JPH::TwoBodyConstraintSettings *pSettings = static_cast< const JPH::TwoBodyConstraintSettings * >( result.Get().GetPtr() );
JPH::Constraint *pConstraint = bodyInterface.CreateConstraint( pSettings, pRefObject->GetBodyID(), pAttObject->GetBodyID() );
pConstraint->RestoreState( recorder );
m_PhysicsSystem.AddConstraint( pConstraint );
JoltPhysicsConstraint* pJoltConstraint = new JoltPhysicsConstraint( this, pRefObject, pAttObject, type, pConstraint, params.pGameData );
*params.ppObject = reinterpret_cast<void*>( pJoltConstraint );
AddPhysicsSaveRestorePointer( constraintPtr, pJoltConstraint );
return true;
}
case PIID_IPHYSICSSHADOWCONTROLLER:
Log_Warning( LOG_VJolt, "Restoring PIID_IPHYSICSSHADOWCONTROLLER is unsupported right now.\n" );
return false;
case PIID_IPHYSICSPLAYERCONTROLLER:
// Given saving this just returns false, this should never happen.
Log_Warning( LOG_VJolt, "Restoring PIID_IPHYSICSPLAYERCONTROLLER is unsupported right now.\n" );
return false;
case PIID_IPHYSICSMOTIONCONTROLLER:
Log_Warning( LOG_VJolt, "Restoring PIID_IPHYSICSMOTIONCONTROLLER is unsupported right now.\n" );
return false;
case PIID_IPHYSICSVEHICLECONTROLLER:
Log_Warning( LOG_VJolt, "Restoring PIID_IPHYSICSVEHICLECONTROLLER is unsupported right now.\n" );
return false;
case PIID_IPHYSICSGAMETRACE:
Log_Warning( LOG_VJolt, "Restoring PIID_IPHYSICSGAMETRACE is unsupported right now.\n" );
return false;
}
}
void JoltPhysicsEnvironment::PostRestore()
{
Log_Stub( LOG_VJolt );
m_SaveRestorePointerMap.clear();
}
//-------------------------------------------------------------------------------------------------
bool JoltPhysicsEnvironment::IsCollisionModelUsed( CPhysCollide *pCollide ) const
{
// Josh: This is only used in debug code.
return false;
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::TraceRay( const Ray_t &ray, unsigned int fMask, IPhysicsTraceFilter *pTraceFilter, trace_t *pTrace )
{
// Josh: This does nothing in regular vphysics.
}
void JoltPhysicsEnvironment::SweepCollideable( const CPhysCollide *pCollide, const Vector &vecAbsStart, const Vector &vecAbsEnd,
const QAngle &vecAngles, unsigned int fMask, IPhysicsTraceFilter *pTraceFilter, trace_t *pTrace )
{
// Josh: This does nothing in regular vphysics.
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::GetPerformanceSettings( physics_performanceparams_t *pOutput ) const
{
if ( pOutput )
*pOutput = m_PerformanceParams;
}
void JoltPhysicsEnvironment::SetPerformanceSettings( const physics_performanceparams_t *pSettings )
{
if ( pSettings )
{
m_PerformanceParams = *pSettings;
// Normalize these values to match VPhysics behaviour.
m_PerformanceParams.minFrictionMass = Clamp( m_PerformanceParams.minFrictionMass, 1.0f, VPHYSICS_MAX_MASS );
m_PerformanceParams.maxFrictionMass = Clamp( m_PerformanceParams.maxFrictionMass, 1.0f, VPHYSICS_MAX_MASS );
}
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::ReadStats( physics_stats_t *pOutput )
{
Log_Stub( LOG_VJolt );
}
void JoltPhysicsEnvironment::ClearStats()
{
Log_Stub( LOG_VJolt );
}
//-------------------------------------------------------------------------------------------------
// StateRecorder implementation that gathers the size required to save a body's state
class VJoltStateSizeRecorder final : public JPH::StateRecorder
{
public:
// StreamIn
void ReadBytes( void *outData, size_t inNumBytes ) override {}
bool IsEOF() const override { return false; }
// StreamOut
void WriteBytes( const void *inData, size_t inNumBytes )
{
saveSize += inNumBytes;
}
// Both
bool IsFailed() const override { return false; }
public:
size_t saveSize = 0;
};
unsigned int JoltPhysicsEnvironment::GetObjectSerializeSize( IPhysicsObject *pObject ) const
{
JoltPhysicsObject *pJoltObject = static_cast<JoltPhysicsObject *>( pObject );
const JPH::Body *pBody = pJoltObject->GetBody();
VJoltStateSizeRecorder recorder;
pBody->SaveState( recorder );
pJoltObject->SaveObjectState( recorder );
// Larger than we actually need, but it doesn't matter
return static_cast<unsigned int>( sizeof( void * ) + recorder.saveSize + sizeof( JPH::BodyCreationSettings ) );
}
void JoltPhysicsEnvironment::SerializeObjectToBuffer( IPhysicsObject *pObject, unsigned char *pBuffer, unsigned int bufferSize )
{
JoltPhysicsObject *pJoltObject = static_cast<JoltPhysicsObject *>( pObject );
const JPH::Body *pBody = pJoltObject->GetBody();
VJoltStateRecorder recorder( pBuffer, bufferSize );
// Write shape
recorder.Write( const_cast<void *>( reinterpret_cast<const void *>( pBody->GetShape() ) ) );
// Write body creation settings
JPH::BodyCreationSettings bodyCreationSettings = pBody->GetBodyCreationSettings();
bodyCreationSettings.SaveBinaryState( recorder );
pJoltObject->SaveObjectState( recorder );
}
IPhysicsObject *JoltPhysicsEnvironment::UnserializeObjectFromBuffer( void *pGameData, unsigned char *pBuffer, unsigned int bufferSize, bool enableCollisions )
{
VJoltStateRecorder recorder( pBuffer, bufferSize, CUtlBuffer::READ_ONLY );
// Read shape
JPH::Shape *pShape;
recorder.Read< JPH::Shape* >( pShape );
// Read body creation settings
JPH::BodyCreationSettings bodyCreationSettings;
bodyCreationSettings.RestoreBinaryState( recorder );
bodyCreationSettings.SetShape( pShape );
JPH::BodyInterface &bodyInterface = m_PhysicsSystem.GetBodyInterfaceNoLock();
JPH::Body *pBody = bodyInterface.CreateBody( bodyCreationSettings );
bodyInterface.AddBody( pBody->GetID(), JPH::EActivation::Activate );
JoltPhysicsObject *pJoltObject = new JoltPhysicsObject( pBody, this, pGameData, recorder );
pJoltObject->EnableCollisions( enableCollisions );
return pJoltObject;
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::EnableConstraintNotify( bool bEnable )
{
m_EnableConstraintNotify = bEnable;
}
void JoltPhysicsEnvironment::DebugCheckContacts()
{
Log_Stub( LOG_VJolt );
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::SetAlternateGravity( const Vector &gravityVector )
{
Log_Stub( LOG_VJolt );
}
void JoltPhysicsEnvironment::GetAlternateGravity( Vector *pGravityVector ) const
{
Log_Stub( LOG_VJolt );
}
//-------------------------------------------------------------------------------------------------
float JoltPhysicsEnvironment::GetDeltaFrameTime( int maxTicks ) const
{
Log_Stub( LOG_VJolt );
// TODO(Josh): wtf to do here?
return m_flStepTime * maxTicks;
}
void JoltPhysicsEnvironment::ForceObjectsToSleep( IPhysicsObject **pList, int listCount )
{
for ( int i = 0; i < listCount; i++ )
pList[ i ]->Sleep();
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::SetPredicted( bool bPredicted )
{
Log_Stub( LOG_VJolt );
}
bool JoltPhysicsEnvironment::IsPredicted()
{
Log_Stub( LOG_VJolt );
return false;
}
void JoltPhysicsEnvironment::SetPredictionCommandNum( int iCommandNum )
{
Log_Stub( LOG_VJolt );
}
int JoltPhysicsEnvironment::GetPredictionCommandNum()
{
Log_Stub( LOG_VJolt );
return 0;
}
void JoltPhysicsEnvironment::DoneReferencingPreviousCommands( int iCommandNum )
{
Log_Stub( LOG_VJolt );
}
void JoltPhysicsEnvironment::RestorePredictedSimulation()
{
Log_Stub( LOG_VJolt );
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::DestroyCollideOnDeadObjectFlush( CPhysCollide *pCollide )
{
// If this collide is part of a dead object, add it to a queue to delete.
for ( JoltPhysicsObject *pObject : m_pDeadObjects )
{
if ( pObject->GetCollide() == pCollide )
{
if ( !VectorContains( m_pDeadObjectCollides, pCollide ) )
m_pDeadObjectCollides.push_back( pCollide );
return;
}
}
// Otherwise, just delete it now.
JoltPhysicsCollision::GetInstance().DestroyCollide( pCollide );
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::ObjectTransferHandOver( JoltPhysicsObject *pObject )
{
JPH::BodyInterface &bodyInterface = m_PhysicsSystem.GetBodyInterfaceNoLock();
bodyInterface.AddBody( pObject->GetBodyID(), JPH::EActivation::Activate );
}
void JoltPhysicsEnvironment::NotifyConstraintDisabled( JoltPhysicsConstraint* pConstraint )
{
if ( m_pConstraintListener && m_EnableConstraintNotify )
m_pConstraintListener->ConstraintBroken( pConstraint );
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::AddDirtyStaticBody( const JPH::BodyID &id )
{
m_DirtyStaticBodies.push_back( id );
}
void JoltPhysicsEnvironment::RemoveDirtyStaticBody( const JPH::BodyID &id )
{
Erase( m_DirtyStaticBodies, id );
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::RemoveBodyAndDeleteObject( JoltPhysicsObject *pObject )
{
JPH::BodyInterface &bodyInterface = m_PhysicsSystem.GetBodyInterfaceNoLock();
bodyInterface.RemoveBody( pObject->GetBodyID() );
delete pObject;
}
void JoltPhysicsEnvironment::DeleteDeadObjects()
{
for ( JoltPhysicsObject *pObject : m_pDeadObjects )
RemoveBodyAndDeleteObject( pObject );
m_pDeadObjects.clear();
for ( JoltPhysicsConstraint *pConstraint : m_pDeadConstraints )
delete pConstraint;
m_pDeadConstraints.clear();
for ( CPhysCollide *pCollide : m_pDeadObjectCollides )
JoltPhysicsCollision::GetInstance().DestroyCollide( pCollide );
m_pDeadObjectCollides.clear();
}
//-------------------------------------------------------------------------------------------------
template < typename T >
void JoltPhysicsEnvironment::AddPhysicsSaveRestorePointer( uintp oldPtr, T* newPtr )
{
VJoltAssert( oldPtr != 0 );
VJoltAssert( newPtr != 0 );
m_SaveRestorePointerMap[ oldPtr ] = reinterpret_cast< void * >( newPtr );
}
template < typename T >
T *JoltPhysicsEnvironment::LookupPhysicsSaveRestorePointer( uintp oldPtr )
{
if ( !oldPtr )
return nullptr;
auto iter = m_SaveRestorePointerMap.find( oldPtr );
if ( iter == m_SaveRestorePointerMap.end() )
return nullptr;
return reinterpret_cast< T * >( iter->second );
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsEnvironment::HandleDebugDumpingEnvironment( void *pReturnAddress )
{
if ( !s_bShouldDumpEnvironmentClient && !s_bShouldDumpEnvironmentServer )
return;
// Josh:
// Check if we were called by either server.dll or client.dll
// so we get the right environment.
// (Client will only have ragdolls etc)
char szModulePath[MAX_PATH];
GetCallingFunctionModulePath( pReturnAddress, szModulePath, MAX_PATH );
const char* pszModuleFileName = V_UnqualifiedFileName( szModulePath );
bool bIsServerDumping = StringHasPrefix( pszModuleFileName, "server" ) && s_bShouldDumpEnvironmentServer;
bool bIsClientDumping = StringHasPrefix( pszModuleFileName, "client" ) && s_bShouldDumpEnvironmentClient;
VJoltAssertMsg( !StringHasPrefix( pszModuleFileName, "vphysics" ), "Should never get vphysics as the calling module, this only looks up 1 call in the stack." );
if ( !bIsServerDumping && !bIsClientDumping )
return;
JoltStateRecorderFile recorder( s_szNextEnvironmentDumpPath, false );
if ( recorder.IsValid() )
{
JPH::PhysicsScene scene;
scene.FromPhysicsSystem( &m_PhysicsSystem );
scene.SaveBinaryState( recorder, true, true );
}
else
Log_Warning( LOG_VJolt, "Failed to open stream to dump environment to file %s!\n", s_szNextEnvironmentDumpPath );
s_bShouldDumpEnvironmentClient = false;
s_bShouldDumpEnvironmentServer = false;
}