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