nuclide/src/shared/NSPhysicsEntity.h

218 lines
6.9 KiB
C++

/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
var bool autocvar_phys_developer = false;
void
_NSPhysics_Log(string msg)
{
if (autocvar_phys_developer == true)
print(sprintf("%f %s\n", time, msg));
}
#define NSPhysics_Log(...) _NSPhysics_Log(sprintf(__VA_ARGS__))
var float autocvar_phys_pushscale = 1.0f;
var float autocvar_phys_impactforcescale = 100.0f;
#ifdef CLIENT
var bool autocvar_r_showPhysicsInfo = false;
#endif
.float damp_linear;
.float damp_angular;
.float jointgroup;
enum
{
PHYSM_BOX,
PHYSM_SPHERE,
PHYSM_CAPSULE,
PHYSM_TRIMESH,
PHYSM_CYLINDER
};
enumflags
{
BPHY_NODMGPUSH,
BPHY_SHARP
};
typedef enumflags
{
PHYENT_CHANGED_ORIGIN_X,
PHYENT_CHANGED_ORIGIN_Y,
PHYENT_CHANGED_ORIGIN_Z,
PHYENT_CHANGED_ANGLES_X,
PHYENT_CHANGED_ANGLES_Y,
PHYENT_CHANGED_ANGLES_Z,
PHYENT_CHANGED_MODELINDEX,
PHYENT_CHANGED_SIZE,
PHYENT_CHANGED_FLAGS,
PHYENT_CHANGED_SOLID,
PHYENT_CHANGED_FRAME,
PHYENT_CHANGED_SKIN,
PHYENT_CHANGED_MOVETYPE,
PHYENT_CHANGED_EFFECTS,
PHYENT_CHANGED_BODY,
PHYENT_CHANGED_SCALE,
PHYENT_CHANGED_VELOCITY,
PHYENT_CHANGED_RENDERCOLOR,
PHYENT_CHANGED_RENDERAMT,
PHYENT_CHANGED_RENDERMODE,
} nsphyricsentity_changed_t;
/** This entity class represents physically-simulated entities.
The physics simulator used is controlled by the engine and may be
subject to change.
Units of mass is defined in kilograms, a standard unit of measurement.
You will find the API to be mostly compatible of that offered by Garry's Mod. */
class NSPhysicsEntity:NSSurfacePropEntity
{
private:
int m_iEnabled;
int m_iShape;
int m_iMaterial;
int m_iFlags;
float m_flInertiaScale;
float m_flBuoyancyRatio;
bool m_bInvincible;
float m_flVolume;
/* performance sanity checks */
vector m_vecPrevOrigin;
vector m_vecPrevAngles;
float m_flCheckTime;
PREDICTED_FLOAT(m_flMass)
virtual void _TouchThink(void);
#ifdef SERVER
PREDICTED_VECTOR(m_vecNetAngles)
string m_strOnDamaged;
#endif
public:
void NSPhysicsEntity(void);
/* overrides */
virtual void Respawn(void);
virtual void SpawnKey(string,string);
#ifdef SERVER
virtual void Spawned(void);
virtual void Pain(void);
virtual void Death(void);
virtual void EvaluateEntity(void);
virtual float SendEntity(entity,float);
virtual void Save(float);
virtual void Restore(string,string);
virtual void Touch(entity);
#endif
#ifdef CLIENT
virtual void ReceiveEntity(float,float);
virtual void postdraw(void);
#endif
nonvirtual void _UpdateBuoyancy(void);
nonvirtual void _UpdateMass(void);
/** Sets the friction multiplier for this entity. Default is 1.0 */
nonvirtual void SetFriction(float);
/** Returns the friction multiplayer for this entity. */
nonvirtual float GetFriction(void);
/** Called by the physics routine to figure out the impact damage. */
nonvirtual float CalculateImpactDamage(int,int);
/* this merely mirrors the GMod API: https://wiki.facepunch.com/gmod/PhysObj */
/** Call to align angles of the object to the ones passed. */
nonvirtual vector AlignAngles(vector, vector);
/** Call to apply a force (absolute velocity vector) to the center of the entity. */
nonvirtual void ApplyForceCenter(vector);
/** Call to apply force (absolute velocity vector) to an absolute position on the entity. */
nonvirtual void ApplyForceOffset(vector,vector);
/** Call to apply torque (angular velocity vector) to the center of the entity. */
nonvirtual void ApplyTorqueCenter(vector);
/** Call to set whether the entity should be affected by drag. */
nonvirtual void EnableDrag(bool);
/** Call to set whether the entity should be affected by gravity. */
nonvirtual void EnableGravity(bool);
/** Call to set whether the entity should be able to move. */
nonvirtual void EnableMotion(bool);
/** Returns the linear damping of the entity. */
nonvirtual float GetLinearDamping(void);
/** Returns the angular damping of the entity. */
nonvirtual float GetAngularDamping(void);
/** Returns the linear and rotational kinetic energy combined. */
nonvirtual float GetEnergy(void);
/** Returns the inertia modifier of this entity. */
nonvirtual float GetInertia(void);
/** Returns 1 divided by the angular inertia of this entity. */
nonvirtual float GetInvInertia(void);
/** Returns 1 divided by the mass of this entity. */
nonvirtual float GetInvMass(void);
/** Returns the mass of the entity. */
nonvirtual float GetMass(void);
/** Returns the center of mass of the entity. */
nonvirtual vector GetMassCenter(void);
/** Returns the rotational damping of the entity. */
nonvirtual float GetRotDamping(void);
/** Returns the speed damping of the entity. */
nonvirtual float GetSpeedDamping(void);
/** Returns the surface area of the entity. */
nonvirtual float GetSurfaceArea(void);
/** Returns the volume of the entity. */
nonvirtual float GetVolume(void);
/** Returns whether the entity is at rest and not moving. */
nonvirtual bool IsAsleep(void);
/** Returns whether the entity is able to collide with anything. */
nonvirtual bool IsCollisionEnabled(void);
/** Returns whether the entity is affected by drag. */
nonvirtual bool IsDragEnabled(void);
/** Returns whether the entity is affected by gravity. */
nonvirtual bool IsGravityEnabled(void);
/** Returns whether the entity is able to move by itself. */
nonvirtual bool IsMotionEnabled(void);
/** Returns whether the entity is able to move. */
nonvirtual bool IsMoveable(void);
/** Returns whether the entity is penetrating another object. */
nonvirtual bool IsPenetrating(void);
/** Call to set the amount of rotational drag the entity experiences. */
nonvirtual void SetAngleDragCoefficient(float);
/** Call to set the buoyancy ratio of the entity. 0 is not buoyant, 1 is very buoyant. */
nonvirtual void SetBuoyancyRatio(float);
/** Call to set the linear and angular damping of the entity. */
nonvirtual void SetDamping(float, float);
/** Call to set how much drag affects the entity. */
nonvirtual void SetDragCoefficient(float);
/** Sets the angular inertia for this entity. */
nonvirtual void SetInertia(float);
/** Sets the mass of the entity in kilograms. */
nonvirtual void SetMass(float);
/** Call to enable physics simulation on this entity. */
nonvirtual void Wake(void);
/** Call to freeze physics simulation on this entity. */
nonvirtual void Sleep(void);
};
noref .bool isPhysics;