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