//========= 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