You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
187 lines
6.2 KiB
187 lines
6.2 KiB
//========= 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; |
|
|
|
// 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; |
|
|
|
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<CBaseEntity *> &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 ); |
|
float PhysGetEntityMass( CBaseEntity *pEntity ); |
|
void PhysSetEntityGameFlags( CBaseEntity *pEntity, unsigned short flags ); |
|
|
|
void DebugDrawContactPoints(IPhysicsObject *pPhysics); |
|
|
|
#endif // PHYSICS_H
|
|
|