Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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