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Xash3DArchive/public/physic_api.h

127 lines
5.1 KiB
C

//=======================================================================
// Copyright XashXT Group 2008 ©
// physic_api.h - xash physic library api
//=======================================================================
#ifndef PHYSIC_API_H
#define PHYSIC_API_H
// pmove_state_t is the information necessary for client side movement
#define PM_NORMAL 0 // can accelerate and turn
#define PM_SPECTATOR 1
#define PM_DEAD 2 // no acceleration or turning
#define PM_GIB 3 // different bounding box
#define PM_FREEZE 4
#define PM_INTERMISSION 5
#define PM_NOCLIP 6
// pmove->pm_flags
#define PMF_DUCKED 1
#define PMF_JUMP_HELD 2
#define PMF_ON_GROUND 4
#define PMF_TIME_WATERJUMP 8 // pm_time is waterjump
#define PMF_TIME_LAND 16 // pm_time is time before rejump
#define PMF_TIME_TELEPORT 32 // pm_time is non-moving time
#define PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_TELEPORT)
typedef struct pmove_s
{
entity_state_t ps; // state (in / out)
// command (in)
usercmd_t cmd;
physbody_t *body; // pointer to physobject
// results (out)
int numtouch;
edict_t *touchents[32]; // max touch
edict_t *groundentity;
vec3_t mins, maxs; // bounding box size
int watertype;
int waterlevel;
float xyspeed; // avoid to compute it twice
// callbacks to test the world
void (*trace)( vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, trace_t *tr );
int (*pointcontents)( vec3_t point );
} pmove_t;
/*
==============================================================================
PHYSIC.DLL INTERFACE
==============================================================================
*/
typedef struct physic_exp_s
{
// interface validator
size_t api_size; // must matched with sizeof(physic_exp_t)
// initialize
bool (*Init)( void ); // init all physic systems
void (*Shutdown)( void ); // shutdown all render systems
void (*LoadBSP)( wfile_t *wad ); // load bspdata ( bsplib use this )
void (*FreeBSP)( void ); // free bspdata
void (*WriteCollisionLump)( file_t *f, cmsave_t callback ); // write collision data into LUMP_COLLISION
void (*DrawCollision)( cmdraw_t callback ); // debug draw world
void (*Frame)( float time ); // physics frame
cmodel_t *(*BeginRegistration)( const char *name, bool clientload, uint *checksum );
cmodel_t *(*RegisterModel)( const char *name );
void (*EndRegistration)( void );
void (*SetAreaPortals)( byte *portals, size_t size );
void (*GetAreaPortals)( byte **portals, size_t *size );
void (*SetAreaPortalState)( int portalnum, bool open );
int (*NumClusters)( void );
int (*NumTextures)( void );
int (*NumBmodels )( void );
const char *(*GetEntityString)( void );
const char *(*GetTextureName)( int index );
byte *(*ClusterPVS)( int cluster );
byte *(*ClusterPHS)( int cluster );
int (*PointLeafnum)( vec3_t p );
byte *(*FatPVS)( const vec3_t org, bool portal );
int (*BoxLeafnums)( vec3_t mins, vec3_t maxs, int *list, int listsize, int *lastleaf );
int (*WriteAreaBits)( byte *buffer, int area, bool portal );
bool (*HeadnodeVisible)( int nodenum, byte *visbits );
int (*LeafCluster)( int leafnum );
int (*LeafArea)( int leafnum );
bool (*AreasConnected)( int area1, int area2 );
void (*ClipToGenericEntity)( trace_t *trace, cmodel_t *model, const vec3_t bodymins, const vec3_t bodymaxs, int bodysupercontents, matrix4x4 matrix, matrix4x4 inversematrix, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int contentsmask );
void (*ClipToWorld)( trace_t *trace, cmodel_t *model, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int contentsmask );
void (*CombineTraces)( trace_t *cliptrace, const trace_t *trace, edict_t *touch, bool is_bmodel );
// player movement code
void (*PlayerMove)( pmove_t *pmove, bool clientmove );
// simple objects
physbody_t *(*CreateBody)( sv_edict_t *ed, cmodel_t *mod, const vec3_t origin, const matrix3x3 matrix, int solid );
physbody_t *(*CreatePlayer)( sv_edict_t *ed, cmodel_t *mod, const vec3_t origin, const matrix3x3 matrix );
void (*SetOrigin)( physbody_t *body, vec3_t origin );
void (*SetParameters)( physbody_t *body, cmodel_t *mod, int material, float mass );
bool (*GetForce)(physbody_t *body, vec3_t vel, vec3_t avel, vec3_t force, vec3_t torque );
void (*SetForce)(physbody_t *body, vec3_t vel, vec3_t avel, vec3_t force, vec3_t torque );
bool (*GetMassCentre)( physbody_t *body, matrix3x3 mass );
void (*SetMassCentre)( physbody_t *body, matrix3x3 mass );
void (*RemoveBody)( physbody_t *body );
} physic_exp_t;
typedef struct physic_imp_s
{
// interface validator
size_t api_size; // must matched with sizeof(physic_imp_t)
void (*ClientMove)( sv_edict_t *ed );
void (*Transform)( sv_edict_t *ed, const vec3_t org, const matrix3x3 matrix );
void (*PlaySound)( sv_edict_t *ed, float volume, const char *sample );
float *(*GetModelVerts)( sv_edict_t *ent, int *numvertices );
} physic_imp_t;
#endif//PHYSIC_API_H