Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "stdafx.h"
#include "filesystem_tools.h"
#include "KeyValues.h"
#include "physdll.h"
#include "materialsystem/imesh.h"
#include "utlvector.h"
char g_szAppName[] = "VPhysics perf test";
bool g_bCaptureOnFocus = false;
IPhysics *physics = NULL;
IPhysicsCollision *physcollision = NULL;
IPhysicsSurfaceProps *physprops = NULL;
IMaterial *g_materialFlatshaded = NULL;
IMaterial *g_pWireframeMaterial = NULL;
int gKeys[256];
const objectparams_t g_PhysDefaultObjectParams =
{
NULL,
1.0f, //mass
1.0f, // inertia
0.0f, // damping
0.0f, // rotdamping
0.05f, // rotIntertiaLimit
"DEFAULT",
NULL,// game data
0.f, // volume (leave 0 if you don't have one or call physcollision->CollideVolume() to compute it)
1.0f, // drag coefficient
true,// enable collisions?
};
void AddSurfacepropFile( const char *pFileName, IPhysicsSurfaceProps *pProps, IFileSystem *pFileSystem )
{
// Load file into memory
FileHandle_t file = pFileSystem->Open( pFileName, "rb" );
if ( file )
{
int len = pFileSystem->Size( file );
// read the file
char *buffer = (char *)stackalloc( len+1 );
pFileSystem->Read( buffer, len, file );
pFileSystem->Close( file );
buffer[len] = 0;
pProps->ParseSurfaceData( pFileName, buffer );
// buffer is on the stack, no need to free
}
}
void PhysParseSurfaceData( IPhysicsSurfaceProps *pProps, IFileSystem *pFileSystem )
{
const char *SURFACEPROP_MANIFEST_FILE = "scripts/surfaceproperties_manifest.txt";
KeyValues *manifest = new KeyValues( SURFACEPROP_MANIFEST_FILE );
if ( manifest->LoadFromFile( pFileSystem, SURFACEPROP_MANIFEST_FILE, "GAME" ) )
{
for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
{
if ( !Q_stricmp( sub->GetName(), "file" ) )
{
// Add
AddSurfacepropFile( sub->GetString(), pProps, pFileSystem );
continue;
}
Warning( "surfaceprops::Init: Manifest '%s' with bogus file type '%s', expecting 'file'\n",
SURFACEPROP_MANIFEST_FILE, sub->GetName() );
}
}
else
{
Error( "Unable to load manifest file '%s'\n", SURFACEPROP_MANIFEST_FILE );
}
manifest->deleteThis();
}
struct physics_test_object_t
{
IPhysicsObject *pPhysics;
ICollisionQuery *pModel;
};
struct physicstest_t
{
IPhysicsEnvironment *physenv;
CUtlVector<physics_test_object_t> list;
void Clear()
{
physenv->SetQuickDelete( true );
for ( int i = 0; i < list.Count(); i++ )
{
physcollision->DestroyQueryModel( list[i].pModel );
physenv->DestroyObject( list[i].pPhysics );
}
list.Purge();
physics->DestroyEnvironment( physenv );
}
void InitEnvironment()
{
physenv = physics->CreateEnvironment();
//g_EntityCollisionHash = physics->CreateObjectPairHash();
physenv->EnableDeleteQueue( true );
//physenv->SetCollisionSolver( &g_Collisions );
//physenv->SetCollisionEventHandler( &g_Collisions );
//physenv->SetConstraintEventHandler( g_pConstraintEvents );
//physenv->SetObjectEventHandler( &g_Objects );
physenv->SetSimulationTimestep( DEFAULT_TICK_INTERVAL ); // 15 ms per tick
// HL Game gravity, not real-world gravity
physenv->SetGravity( Vector( 0, 0, -600.0f ) );
physenv->SetAirDensity( 0.5f );
}
int AddObject( IPhysicsObject *pObject )
{
int index = list.AddToTail();
list[index].pPhysics = pObject;
list[index].pModel = physcollision->CreateQueryModel( (CPhysCollide *)pObject->GetCollide() );
return index;
}
void CreateGround( float size )
{
{
CPhysCollide *pCollide = physcollision->BBoxToCollide( Vector(-size,-size,-24), Vector(size,size,0) );
objectparams_t params = g_PhysDefaultObjectParams;
IPhysicsObject *pGround = physenv->CreatePolyObjectStatic( pCollide, physprops->GetSurfaceIndex( "default" ), vec3_origin, vec3_angle, &params );
AddObject( pGround );
}
for ( int i = 0; i < 20; i++ )
{
CPhysCollide *pCollide = physcollision->BBoxToCollide( Vector(-24,-24,-24), Vector(24,24,24) );
objectparams_t params = g_PhysDefaultObjectParams;
params.mass = 150.0f;
IPhysicsObject *pGround = physenv->CreatePolyObject( pCollide, physprops->GetSurfaceIndex( "default" ), Vector(64*(i%4),64 * (i%5),1024), vec3_angle, &params );
AddObject( pGround );
pGround->Wake();
}
}
void Explode( const Vector &origin, float force )
{
for ( int i = 0; i < list.Count(); i++ )
{
if ( !list[i].pPhysics->IsMoveable() )
continue;
Vector pos, dir;
list[i].pPhysics->GetPosition( &pos, NULL );
dir = pos - origin;
dir.z += 10;
VectorNormalize( dir );
list[i].pPhysics->ApplyForceCenter( dir * force );
}
}
void RandomColor( float *color, int key )
{
static bool first = true;
static colorVec colors[256];
if ( first )
{
int r, g, b;
first = false;
for ( int i = 0; i < 256; i++ )
{
do
{
r = rand()&255;
g = rand()&255;
b = rand()&255;
} while ( (r+g+b)<256 );
colors[i].r = r;
colors[i].g = g;
colors[i].b = b;
colors[i].a = 255;
}
}
int index = key & 255;
color[0] = colors[index].r * (1.f / 255.f);
color[1] = colors[index].g * (1.f / 255.f);
color[2] = colors[index].b * (1.f / 255.f);
color[3] = colors[index].a * (1.f / 255.f);
}
void DrawObject( ICollisionQuery *pModel, IMaterial *pMaterial, IPhysicsObject *pObject )
{
matrix3x4_t matrix;
pObject->GetPositionMatrix( &matrix );
CMatRenderContextPtr pRenderContext(g_MaterialSystemApp.m_pMaterialSystem);
pRenderContext->Bind( pMaterial );
int vertIndex = 0;
for ( int i = 0; i < pModel->ConvexCount(); i++ )
{
float color[4];
RandomColor( color, i + (int)pObject );
IMesh* pMatMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
int triCount = pModel->TriangleCount( i );
meshBuilder.Begin( pMatMesh, MATERIAL_TRIANGLES, triCount );
for ( int j = 0; j < triCount; j++ )
{
Vector objectSpaceVerts[3];
pModel->GetTriangleVerts( i, j, objectSpaceVerts );
for ( int k = 0; k < 3; k++ )
{
Vector v;
VectorTransform (objectSpaceVerts[k], matrix, v);
meshBuilder.Position3fv( v.Base() );
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
}
}
meshBuilder.End( false, true );
}
}
void Draw()
{
for ( int i = 0; i < list.Count(); i++ )
{
DrawObject( list[i].pModel, g_materialFlatshaded, list[i].pPhysics );
}
}
void Simulate( float frametime )
{
physenv->Simulate( frametime );
}
};
physicstest_t staticTest;
void AppInit( void )
{
memset( gKeys, 0, sizeof(gKeys) );
CreateInterfaceFn physicsFactory = GetPhysicsFactory();
if (!(physics = (IPhysics *)physicsFactory( VPHYSICS_INTERFACE_VERSION, NULL )) ||
!(physcollision = (IPhysicsCollision *)physicsFactory( VPHYSICS_COLLISION_INTERFACE_VERSION, NULL )) ||
!(physprops = (IPhysicsSurfaceProps *)physicsFactory( VPHYSICS_SURFACEPROPS_INTERFACE_VERSION, NULL )) )
{
return;
}
PhysParseSurfaceData( physprops, g_pFullFileSystem );
g_materialFlatshaded = g_MaterialSystemApp.m_pMaterialSystem->FindMaterial("debug/debugdrawflatpolygons", TEXTURE_GROUP_OTHER, true);
g_pWireframeMaterial = g_MaterialSystemApp.m_pMaterialSystem->FindMaterial("shadertest/wireframevertexcolor", TEXTURE_GROUP_OTHER);
staticTest.InitEnvironment();
staticTest.CreateGround( 1024 );
}
void FPSControls( float frametime, float mouseDeltaX, float mouseDeltaY, Vector& cameraPosition, QAngle& cameraAngles, float speed )
{
cameraAngles[1] -= mouseDeltaX;
cameraAngles[0] -= mouseDeltaY;
if ( cameraAngles[0] < -85 )
cameraAngles[0] = -85;
if ( cameraAngles[0] > 85 )
cameraAngles[0] = 85;
Vector forward, right, up;
AngleVectors( cameraAngles, &forward, &right, &up );
if ( gKeys[ 'W' ] )
VectorMA( cameraPosition, frametime * speed, forward, cameraPosition );
if ( gKeys[ 'S' ] )
VectorMA( cameraPosition, -frametime * speed, forward, cameraPosition );
if ( gKeys[ 'A' ] )
VectorMA( cameraPosition, -frametime * speed, right, cameraPosition );
if ( gKeys[ 'D' ] )
VectorMA( cameraPosition, frametime * speed, right, cameraPosition );
}
void SetupCamera( Vector& cameraPosition, QAngle& cameraAngles )
{
CMatRenderContextPtr pRenderContext(g_MaterialSystemApp.m_pMaterialSystem);
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->LoadIdentity( );
pRenderContext->Rotate( -90, 1, 0, 0 ); // put Z going up
pRenderContext->Rotate( 90, 0, 0, 1 );
pRenderContext->Rotate( -cameraAngles[2], 1, 0, 0); // roll
pRenderContext->Rotate( -cameraAngles[0], 0, 1, 0); // pitch
pRenderContext->Rotate( -cameraAngles[1], 0, 0, 1); // yaw
pRenderContext->Translate( -cameraPosition[0], -cameraPosition[1], -cameraPosition[2] );
}
static Vector cameraPosition = Vector(0,0,128);
static QAngle cameraAngles = vec3_angle;
void AppRender( float frametime, float mouseDeltaX, float mouseDeltaY )
{
FPSControls( frametime, mouseDeltaX, mouseDeltaY, cameraPosition, cameraAngles, 300 );
SetupCamera( cameraPosition, cameraAngles );
staticTest.Simulate( frametime );
staticTest.Draw();
}
void AppExit( void )
{
staticTest.Clear();
//physics->DestroyObjectPairHash( g_EntityCollisionHash );
//g_EntityCollisionHash = NULL;
physics->DestroyAllCollisionSets();
}
void AppKey( int key, int down )
{
gKeys[ key & 255 ] = down;
}
void AppChar( int key )
{
if ( key == ' ' )
{
staticTest.Explode( cameraPosition, 150 * 100 );
}
}