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