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