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2020-08-04 13:13:01 -04:00

215 lines
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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef PHYSICS_SHARED_H
#define PHYSICS_SHARED_H
#ifdef _WIN32
#pragma once
#endif
class IPhysics;
class IPhysicsEnvironment;
class IPhysicsSurfaceProps;
class IPhysicsCollision;
class IPhysicsObject;
class IPhysicsObjectPairHash;
class CSoundPatch;
extern IPhysicsObject *g_PhysWorldObject;
extern IPhysics *physics;
extern IPhysicsCollision *physcollision;
extern IPhysicsEnvironment *physenv;
#ifdef PORTAL
extern IPhysicsEnvironment *physenv_main;
#endif
extern IPhysicsSurfaceProps *physprops;
extern IPhysicsObjectPairHash *g_EntityCollisionHash;
extern const objectparams_t g_PhysDefaultObjectParams;
// Compute enough energy of a reference mass travelling at speed
// makes numbers more intuitive
#define MASS_SPEED2ENERGY(mass, speed) ((speed) * (speed) * (mass))
// energy of a 10kg mass moving at speed
#define MASS10_SPEED2ENERGY(speed) MASS_SPEED2ENERGY(10, speed)
#define MASS_ENERGY2SPEED(mass, energy) (FastSqrt((energy) / mass))
#define ENERGY_VOLUME_SCALE (1.0f / 15500.0f)
#define FLUID_TIME_MAX \
2.0f // keep track of last time hitting fluid for up to 2 seconds
// VPHYSICS object game-specific flags
#define FVPHYSICS_DMG_SLICE 0x0001 // does slice damage, not just blunt damage
#define FVPHYSICS_CONSTRAINT_STATIC \
0x0002 // object is constrained to the world, so it should behave like a
// static
#define FVPHYSICS_PLAYER_HELD \
0x0004 // object is held by the player, so have a very inelastic collision
// response
#define FVPHYSICS_PART_OF_RAGDOLL \
0x0008 // object is part of a client or server ragdoll
#define FVPHYSICS_MULTIOBJECT_ENTITY \
0x0010 // object is part of a multi-object entity
#define FVPHYSICS_HEAVY_OBJECT \
0x0020 // HULK SMASH! (Do large damage even if the mass is small)
#define FVPHYSICS_PENETRATING \
0x0040 // This object is currently stuck inside another object
#define FVPHYSICS_NO_PLAYER_PICKUP \
0x0080 // Player can't pick this up for some game rule reason
#define FVPHYSICS_WAS_THROWN 0x0100 // Player threw this object
#define FVPHYSICS_DMG_DISSOLVE \
0x0200 // does dissolve damage, not just blunt damage
#define FVPHYSICS_NO_IMPACT_DMG 0x0400 // don't do impact damage to anything
#define FVPHYSICS_NO_NPC_IMPACT_DMG \
0x0800 // Don't do impact damage to NPC's. This is temporary for NPC's
// shooting combine balls (sjb)
#define FVPHYSICS_NO_SELF_COLLISIONS \
0x8000 // don't collide with other objects that are part of the same entity
//-----------------------------------------------------------------------------
// Purpose: A little cache of current objects making noises
//-----------------------------------------------------------------------------
struct friction_t {
CSoundPatch *patch;
CBaseEntity *pObject;
float flLastUpdateTime;
float flLastEffectTime;
};
enum {
TOUCH_START = 0,
TOUCH_END,
};
struct touchevent_t {
CBaseEntity *pEntity0;
CBaseEntity *pEntity1;
int touchType;
Vector endPoint; // sv
Vector normal; // sv
};
struct fluidevent_t {
EHANDLE hEntity;
float impactTime;
};
void PhysFrictionSound(CBaseEntity *pEntity, IPhysicsObject *pObject,
float energy, int surfaceProps, int surfacePropsHit);
void PhysFrictionSound(CBaseEntity *pEntity, IPhysicsObject *pObject,
const char *pSoundName, HSOUNDSCRIPTHANDLE &handle,
float flVolume);
void PhysCleanupFrictionSounds(CBaseEntity *pEntity);
void PhysFrictionEffect(Vector &vecPos, Vector vecVel, float energy,
int surfaceProps, int surfacePropsHit);
// Convenience routine
// ORs gameFlags with the physics object's current game flags
inline unsigned short PhysSetGameFlags(IPhysicsObject *pPhys,
unsigned short gameFlags) {
unsigned short flags = pPhys->GetGameFlags();
flags |= gameFlags;
pPhys->SetGameFlags(flags);
return flags;
}
// mask off gameFlags
inline unsigned short PhysClearGameFlags(IPhysicsObject *pPhys,
unsigned short gameFlags) {
unsigned short flags = pPhys->GetGameFlags();
flags &= ~gameFlags;
pPhys->SetGameFlags(flags);
return flags;
}
// Create a vphysics object based on a model
IPhysicsObject *PhysModelCreate(CBaseEntity *pEntity, int modelIndex,
const Vector &origin, const QAngle &angles,
solid_t *pSolid = NULL);
IPhysicsObject *PhysModelCreateBox(CBaseEntity *pEntity, const Vector &mins,
const Vector &maxs, const Vector &origin,
bool isStatic);
IPhysicsObject *PhysModelCreateOBB(CBaseEntity *pEntity, const Vector &mins,
const Vector &maxs, const Vector &origin,
const QAngle &angle, bool isStatic);
// Create a vphysics object based on a BSP model (unmoveable)
IPhysicsObject *PhysModelCreateUnmoveable(CBaseEntity *pEntity, int modelIndex,
const Vector &origin,
const QAngle &angles);
// Create a vphysics object based on an existing collision model
IPhysicsObject *PhysModelCreateCustom(CBaseEntity *pEntity,
const CPhysCollide *pModel,
const Vector &origin,
const QAngle &angles, const char *pName,
bool isStatic, solid_t *pSolid = NULL);
// Create a bbox collision model (these may be shared among entities, they are
// auto-deleted at end of level. do not manage)
CPhysCollide *PhysCreateBbox(const Vector &mins, const Vector &maxs);
// Create a vphysics sphere object
IPhysicsObject *PhysSphereCreate(CBaseEntity *pEntity, float radius,
const Vector &origin, solid_t &solid);
// Destroy a physics object created using PhysModelCreate...()
void PhysDestroyObject(IPhysicsObject *pObject, CBaseEntity *pEntity = NULL);
void PhysDisableObjectCollisions(IPhysicsObject *pObject0,
IPhysicsObject *pObject1);
void PhysDisableEntityCollisions(IPhysicsObject *pObject0,
IPhysicsObject *pObject1);
void PhysDisableEntityCollisions(CBaseEntity *pEntity0, CBaseEntity *pEntity1);
void PhysEnableObjectCollisions(IPhysicsObject *pObject0,
IPhysicsObject *pObject1);
void PhysEnableEntityCollisions(IPhysicsObject *pObject0,
IPhysicsObject *pObject1);
void PhysEnableEntityCollisions(CBaseEntity *pEntity0, CBaseEntity *pEntity1);
bool PhysEntityCollisionsAreDisabled(CBaseEntity *pEntity0,
CBaseEntity *pEntity1);
// create the world physics objects
IPhysicsObject *PhysCreateWorld_Shared(CBaseEntity *pWorld,
vcollide_t *pWorldCollide,
const objectparams_t &defaultParams);
// parse the parameters for a single solid from the model's collision data
bool PhysModelParseSolid(solid_t &solid, CBaseEntity *pEntity, int modelIndex);
// parse the parameters for a solid matching a particular index
bool PhysModelParseSolidByIndex(solid_t &solid, CBaseEntity *pEntity,
int modelIndex, int solidIndex);
void PhysParseSurfaceData(class IPhysicsSurfaceProps *pProps,
class IFileSystem *pFileSystem);
// fill out this solid_t with the AABB defaults (high inertia/no rotation)
void PhysGetDefaultAABBSolid(solid_t &solid);
// Compute an output velocity based on sliding along the current contact points
// in the closest direction toward inputVelocity.
void PhysComputeSlideDirection(IPhysicsObject *pPhysics,
const Vector &inputVelocity,
const AngularImpulse &inputAngularVelocity,
Vector *pOutputVelocity,
Vector *pOutputAngularVelocity, float minMass);
void PhysForceClearVelocity(IPhysicsObject *pPhys);
bool PhysHasContactWithOtherInDirection(IPhysicsObject *pPhysics,
const Vector &dir);
//-----------------------------------------------------------------------------
// Singleton access
//-----------------------------------------------------------------------------
IGameSystem *PhysicsGameSystem();
#endif // PHYSICS_SHARED_H