174 lines
7.6 KiB
C
174 lines
7.6 KiB
C
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef PHYSICS_SHARED_H
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#define PHYSICS_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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class IPhysics;
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class IPhysicsEnvironment;
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class IPhysicsSurfaceProps;
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class IPhysicsCollision;
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class IPhysicsObject;
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class IPhysicsObjectPairHash;
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class CSoundPatch;
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extern IPhysicsObject *g_PhysWorldObject;
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extern IPhysics *physics;
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extern IPhysicsCollision *physcollision;
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extern IPhysicsEnvironment *physenv;
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extern IPhysicsSurfaceProps *physprops;
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extern IPhysicsObjectPairHash *g_EntityCollisionHash;
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extern const objectparams_t g_PhysDefaultObjectParams;
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// Compute enough energy of a reference mass travelling at speed
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// makes numbers more intuitive
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#define MASS_SPEED2ENERGY(mass, speed) ((speed)*(speed)*(mass))
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// energy of a 10kg mass moving at speed
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#define MASS10_SPEED2ENERGY(speed) MASS_SPEED2ENERGY(10,speed)
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#define MASS_ENERGY2SPEED(mass,energy) (FastSqrt((energy)/mass))
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#define ENERGY_VOLUME_SCALE (1.0f / 15500.0f)
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#define FLUID_TIME_MAX 2.0f // keep track of last time hitting fluid for up to 2 seconds
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// VPHYSICS object game-specific flags
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#define FVPHYSICS_DMG_SLICE 0x0001 // does slice damage, not just blunt damage
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#define FVPHYSICS_CONSTRAINT_STATIC 0x0002 // object is constrained to the world, so it should behave like a static
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#define FVPHYSICS_PLAYER_HELD 0x0004 // object is held by the player, so have a very inelastic collision response
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#define FVPHYSICS_PART_OF_RAGDOLL 0x0008 // object is part of a client or server ragdoll
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#define FVPHYSICS_MULTIOBJECT_ENTITY 0x0010 // object is part of a multi-object entity
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#define FVPHYSICS_HEAVY_OBJECT 0x0020 // HULK SMASH! (Do large damage even if the mass is small)
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#define FVPHYSICS_PENETRATING 0x0040 // This object is currently stuck inside another object
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#define FVPHYSICS_NO_PLAYER_PICKUP 0x0080 // Player can't pick this up for some game rule reason
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#define FVPHYSICS_WAS_THROWN 0x0100 // Player threw this object
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#define FVPHYSICS_DMG_DISSOLVE 0x0200 // does dissolve damage, not just blunt damage
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#define FVPHYSICS_NO_IMPACT_DMG 0x0400 // don't do impact damage to anything
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#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)
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#define FVPHYSICS_NO_SELF_COLLISIONS 0x8000 // don't collide with other objects that are part of the same entity
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//-----------------------------------------------------------------------------
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// Purpose: A little cache of current objects making noises
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//-----------------------------------------------------------------------------
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struct friction_t
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{
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CSoundPatch *patch;
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CBaseEntity *pObject;
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float flLastUpdateTime;
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float flLastEffectTime;
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};
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enum
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{
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TOUCH_START=0,
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TOUCH_END,
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};
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struct touchevent_t
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{
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CBaseEntity *pEntity0;
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CBaseEntity *pEntity1;
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int touchType;
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Vector endPoint; //sv
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Vector normal; //sv
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};
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struct fluidevent_t
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{
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EHANDLE hEntity;
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float impactTime;
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};
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void PhysFrictionSound( CBaseEntity *pEntity, IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit );
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void PhysFrictionSound( CBaseEntity *pEntity, IPhysicsObject *pObject, const char *pSoundName, HSOUNDSCRIPTHANDLE& handle, float flVolume );
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void PhysCleanupFrictionSounds( CBaseEntity *pEntity );
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void PhysFrictionEffect( Vector &vecPos, Vector vecVel, float energy, int surfaceProps, int surfacePropsHit );
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// Convenience routine
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// ORs gameFlags with the physics object's current game flags
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inline unsigned short PhysSetGameFlags( IPhysicsObject *pPhys, unsigned short gameFlags )
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{
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unsigned short flags = pPhys->GetGameFlags();
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flags |= gameFlags;
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pPhys->SetGameFlags( flags );
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return flags;
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}
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// mask off gameFlags
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inline unsigned short PhysClearGameFlags( IPhysicsObject *pPhys, unsigned short gameFlags )
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{
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unsigned short flags = pPhys->GetGameFlags();
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flags &= ~gameFlags;
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pPhys->SetGameFlags( flags );
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return flags;
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}
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// Create a vphysics object based on a model
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IPhysicsObject *PhysModelCreate( CBaseEntity *pEntity, int modelIndex, const Vector &origin, const QAngle &angles, solid_t *pSolid = NULL );
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IPhysicsObject *PhysModelCreateBox( CBaseEntity *pEntity, const Vector &mins, const Vector &maxs, const Vector &origin, bool isStatic );
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IPhysicsObject *PhysModelCreateOBB( CBaseEntity *pEntity, const Vector &mins, const Vector &maxs, const Vector &origin, const QAngle &angle, bool isStatic );
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// Create a vphysics object based on a BSP model (unmoveable)
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IPhysicsObject *PhysModelCreateUnmoveable( CBaseEntity *pEntity, int modelIndex, const Vector &origin, const QAngle &angles );
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// Create a vphysics object based on an existing collision model
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IPhysicsObject *PhysModelCreateCustom( CBaseEntity *pEntity, const CPhysCollide *pModel, const Vector &origin, const QAngle &angles, const char *pName, bool isStatic, solid_t *pSolid = NULL );
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// Create a bbox collision model (these may be shared among entities, they are auto-deleted at end of level. do not manage)
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CPhysCollide *PhysCreateBbox( const Vector &mins, const Vector &maxs );
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// Create a vphysics sphere object
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IPhysicsObject *PhysSphereCreate( CBaseEntity *pEntity, float radius, const Vector &origin, solid_t &solid );
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// Destroy a physics object created using PhysModelCreate...()
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void PhysDestroyObject( IPhysicsObject *pObject, CBaseEntity *pEntity = NULL );
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void PhysDisableObjectCollisions( IPhysicsObject *pObject0, IPhysicsObject *pObject1 );
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void PhysDisableEntityCollisions( IPhysicsObject *pObject0, IPhysicsObject *pObject1 );
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void PhysDisableEntityCollisions( CBaseEntity *pEntity0, CBaseEntity *pEntity1 );
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void PhysEnableObjectCollisions( IPhysicsObject *pObject0, IPhysicsObject *pObject1 );
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void PhysEnableEntityCollisions( IPhysicsObject *pObject0, IPhysicsObject *pObject1 );
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void PhysEnableEntityCollisions( CBaseEntity *pEntity0, CBaseEntity *pEntity1 );
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bool PhysEntityCollisionsAreDisabled( CBaseEntity *pEntity0, CBaseEntity *pEntity1 );
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// create the world physics objects
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IPhysicsObject *PhysCreateWorld_Shared( CBaseEntity *pWorld, vcollide_t *pWorldCollide, const objectparams_t &defaultParams );
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// parse the parameters for a single solid from the model's collision data
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bool PhysModelParseSolid( solid_t &solid, CBaseEntity *pEntity, int modelIndex );
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// parse the parameters for a solid matching a particular index
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bool PhysModelParseSolidByIndex( solid_t &solid, CBaseEntity *pEntity, int modelIndex, int solidIndex );
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void PhysParseSurfaceData( class IPhysicsSurfaceProps *pProps, class IFileSystem *pFileSystem );
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// fill out this solid_t with the AABB defaults (high inertia/no rotation)
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void PhysGetDefaultAABBSolid( solid_t &solid );
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// Compute an output velocity based on sliding along the current contact points
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// in the closest direction toward inputVelocity.
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void PhysComputeSlideDirection( IPhysicsObject *pPhysics, const Vector &inputVelocity, const AngularImpulse &inputAngularVelocity,
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Vector *pOutputVelocity, Vector *pOutputAngularVelocity, float minMass );
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void PhysForceClearVelocity( IPhysicsObject *pPhys );
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bool PhysHasContactWithOtherInDirection( IPhysicsObject *pPhysics, const Vector &dir );
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//-----------------------------------------------------------------------------
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// Singleton access
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//-----------------------------------------------------------------------------
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IGameSystem* PhysicsGameSystem();
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#endif // PHYSICS_SHARED_H
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