//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: This is the abstraction layer for the physics simulation system // Any calls to the external physics library (ipion) should be made through this // layer. Eventually, the physics system will probably become a DLL and made // accessible to the client & server side code. // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// #ifndef PHYSICS_H #define PHYSICS_H #ifdef _WIN32 #pragma once #endif #include "physics_shared.h" class CBaseEntity; class IPhysicsMaterial; class IPhysicsConstraint; class IPhysicsSpring; class IPhysicsSurfaceProps; class CTakeDamageInfo; class ConVar; extern IPhysicsMaterial *g_Material; extern ConVar phys_pushscale; extern ConVar phys_timescale; struct objectparams_t; extern IPhysicsGameTrace *physgametrace; class IPhysicsCollisionSolver; class IPhysicsCollisionEvent; class IPhysicsObjectEvent; extern IPhysicsCollisionSolver * const g_pCollisionSolver; extern IPhysicsCollisionEvent * const g_pCollisionEventHandler; extern IPhysicsObjectEvent * const g_pObjectEventHandler; extern ConVar sv_phys_props_block_movers; // HACKHACK: We treat anything >= 500kg as a special "large mass" that does more impact damage // and has special recovery on crushing/killing other objects // also causes screen shakes on impact with static/world objects const float VPHYSICS_LARGE_OBJECT_MASS = 500.0f; struct gamevcollisionevent_t : public vcollisionevent_t { Vector preVelocity[2]; Vector postVelocity[2]; AngularImpulse preAngularVelocity[2]; CBaseEntity *pEntities[2]; void Init( vcollisionevent_t *pEvent ) { *((vcollisionevent_t *)this) = *pEvent; pEntities[0] = NULL; pEntities[1] = NULL; } }; struct triggerevent_t { CBaseEntity *pTriggerEntity; IPhysicsObject *pTriggerPhysics; CBaseEntity *pEntity; IPhysicsObject *pObject; bool bStart; inline void Init( CBaseEntity *triggerEntity, IPhysicsObject *triggerPhysics, CBaseEntity *entity, IPhysicsObject *object, bool startTouch ) { pTriggerEntity = triggerEntity; pTriggerPhysics= triggerPhysics; pEntity = entity; pObject = object; bStart = startTouch; } inline void Clear() { memset( this, 0, sizeof(*this) ); } }; // parse solid parameter overrides out of a string void PhysSolidOverride( solid_t &solid, string_t overrideScript ); extern CEntityList *g_pShadowEntities; #ifdef PORTAL extern CEntityList *g_pShadowEntities_Main; #endif void PhysAddShadow( CBaseEntity *pEntity ); void PhysRemoveShadow( CBaseEntity *pEntity ); bool PhysHasShadow( CBaseEntity *pEntity ); void PhysEnableFloating( IPhysicsObject *pObject, bool bEnable ); void PhysCollisionSound( CBaseEntity *pEntity, IPhysicsObject *pPhysObject, int channel, int surfaceProps, int surfacePropsHit, float deltaTime, float speed ); void PhysCollisionScreenShake( gamevcollisionevent_t *pEvent, int index ); void PhysCollisionDust( gamevcollisionevent_t *pEvent, surfacedata_t *phit ); #if HL2_EPISODIC void PhysCollisionWarpEffect( gamevcollisionevent_t *pEvent, surfacedata_t *phit ); #endif void PhysBreakSound( CBaseEntity *pEntity, IPhysicsObject *pPhysObject, Vector vecOrigin ); // plays the impact sound for a particular material void PhysicsImpactSound( CBaseEntity *pEntity, IPhysicsObject *pPhysObject, int channel, int surfaceProps, int surfacePropsHit, float volume, float impactSpeed ); void PhysCallbackDamage( CBaseEntity *pEntity, const CTakeDamageInfo &info ); void PhysCallbackDamage( CBaseEntity *pEntity, const CTakeDamageInfo &info, gamevcollisionevent_t &event, int hurtIndex ); // Applies force impulses at a later time void PhysCallbackImpulse( IPhysicsObject *pPhysicsObject, const Vector &vecCenterForce, const AngularImpulse &vecCenterTorque ); // Sets the velocity at a later time void PhysCallbackSetVelocity( IPhysicsObject *pPhysicsObject, const Vector &vecVelocity ); // queue up a delete on this object void PhysCallbackRemove(IServerNetworkable *pRemove); bool PhysGetDamageInflictorVelocityStartOfFrame( IPhysicsObject *pInflictor, Vector &velocity, AngularImpulse &angVelocity ); // force a physics entity to sleep immediately void PhysForceEntityToSleep( CBaseEntity *pEntity, IPhysicsObject *pObject ); // teleport an entity to it's position relative to an object it's constrained to void PhysTeleportConstrainedEntity( CBaseEntity *pTeleportSource, IPhysicsObject *pObject0, IPhysicsObject *pObject1, const Vector &prevPosition, const QAngle &prevAngles, bool physicsRotate ); void PhysGetListOfPenetratingEntities( CBaseEntity *pSearch, CUtlVector &list ); bool PhysShouldCollide( IPhysicsObject *pObj0, IPhysicsObject *pObj1 ); // returns true when processing a callback - so we can defer things that can't be done inside a callback bool PhysIsInCallback(); bool PhysIsFinalTick(); bool PhysGetTriggerEvent( triggerevent_t *pEvent, CBaseEntity *pTrigger ); // note: pErrorEntity is used to report errors (object not found, more than one found). It can be NULL IPhysicsObject *FindPhysicsObjectByName( const char *pName, CBaseEntity *pErrorEntity ); bool PhysFindOrAddVehicleScript( const char *pScriptName, struct vehicleparams_t *pParams, struct vehiclesounds_t *pSounds ); void PhysFlushVehicleScripts(); // this is called to flush all queues when the delete list is cleared void PhysOnCleanupDeleteList(); struct masscenteroverride_t { enum align_type { ALIGN_POINT = 0, ALIGN_AXIS = 1, }; void Defaults() { entityName = NULL_STRING; } void SnapToPoint( string_t name, const Vector &pointWS ) { entityName = name; center = pointWS; axis.Init(); alignType = ALIGN_POINT; } void SnapToAxis( string_t name, const Vector &axisStartWS, const Vector &unitAxisDirWS ) { entityName = name; center = axisStartWS; axis = unitAxisDirWS; alignType = ALIGN_AXIS; } Vector center; Vector axis; int alignType; string_t entityName; }; void PhysSetMassCenterOverride( masscenteroverride_t &override ); // NOTE: this removes the entry from the table as well as retrieving it void PhysGetMassCenterOverride( CBaseEntity *pEntity, vcollide_t *pCollide, solid_t &solidOut ); void PhysSetEntityGameFlags( CBaseEntity *pEntity, unsigned short flags ); void DebugDrawContactPoints(IPhysicsObject *pPhysics); #endif // PHYSICS_H