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: $
//=============================================================================//
#ifndef PHYSMESH_H
#define PHYSMESH_H
#ifdef _WIN32
#pragma once
#endif
#include "datacache/imdlcache.h"
#include "vphysics_interface.h"
#include "vcollide_parse.h"
struct studiohdr_t;
struct hlmvsolid_t : public solid_t
{
float massBias;
int surfacePropIndex;
};
struct merge_t
{
int parent;
int child;
};
struct editparams_t
{
float totalMass;
char rootName[128];
int concave;
int mergeCount;
merge_t mergeList[32]; // there are never very many of these, so don't bother doing anything dynamic
};
class CPhysmesh
{
public:
void Clear( void );
char m_boneName[64];
int m_vertCount;
Vector *m_pVerts;
matrix3x4_t m_matrix;
hlmvsolid_t m_solid;
constraint_ragdollparams_t m_constraint;
ICollisionQuery *m_pCollisionModel;
};
class IStudioPhysics
{
public:
virtual ~IStudioPhysics( void ) {}
virtual char *DumpQC( void ) = 0;
virtual int Count( void ) = 0;
virtual CPhysmesh *GetMesh( int index ) = 0;
virtual float GetMass( void ) = 0;
};
IStudioPhysics *LoadPhysics( MDLHandle_t mdlHandle );
void DestroyPhysics( IStudioPhysics *pStudioPhysics );
#endif // PHYSMESH_H