Example #1
0
void PhysCreateVirtualTerrain( CBaseEntity *pWorld, const objectparams_t &defaultParams )
{
	char nameBuf[1024];
	for ( int i = 0; i < MAX_MAP_DISPINFO; i++ )
	{
		CPhysCollide *pCollide = modelinfo->GetCollideForVirtualTerrain( i );
		if ( pCollide )
		{
			solid_t solid;
			solid.params = defaultParams;
			solid.params.enableCollisions = true;
			solid.params.pGameData = static_cast<void *>(pWorld);
			Q_snprintf(nameBuf, sizeof(nameBuf), "vdisp_%04d", i );
			solid.params.pName = nameBuf;
			int surfaceData = physprops->GetSurfaceIndex( "default" );
			// create this as part of the world
			IPhysicsObject *pObject = physenv->CreatePolyObjectStatic( pCollide, surfaceData, vec3_origin, vec3_angle, &solid.params );
			pObject->SetCallbackFlags( pObject->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
			pObject->SetCollisionHints( COLLISION_HINT_STATICSOLID );
		}
	}
}
Example #2
0
IPhysicsObject *PhysCreateWorld_Shared( CBaseEntity *pWorld, vcollide_t *pWorldCollide, const objectparams_t &defaultParams )
{
	solid_t solid;
	fluid_t fluid;

	int surfaceData = physprops->GetSurfaceIndex( "default" );

	objectparams_t params = defaultParams;
	params.pGameData = static_cast<void *>(pWorld);
	params.pName = "world";

	IPhysicsObject *pWorldPhysics = physenv->CreatePolyObjectStatic( 
		pWorldCollide->solids[0], surfaceData, vec3_origin, vec3_angle, &params );

	// hint - saves vphysics some work
	pWorldPhysics->SetCallbackFlags( pWorldPhysics->GetCallbackFlags() | CALLBACK_NEVER_DELETED );

	//PhysCheckAdd( world, "World" );
	// walk the world keys in case there are some fluid volumes to create
	IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pWorldCollide );

	bool bCreateVirtualTerrain = false;
	while ( !pParse->Finished() )
	{
		const char *pBlock = pParse->GetCurrentBlockName();

		if ( !strcmpi( pBlock, "solid" ) || !strcmpi( pBlock, "staticsolid" ) )
		{
			solid.params = defaultParams;
			pParse->ParseSolid( &solid, &g_SolidSetup );
			solid.params.enableCollisions = true;
			solid.params.pGameData = static_cast<void *>(pWorld);
			solid.params.pName = "world";
			int surfaceData = physprops->GetSurfaceIndex( "default" );

			// already created world above
			if ( solid.index == 0 )
				continue;

			if ( !pWorldCollide->solids[solid.index] )
			{
				// this implies that the collision model is a mopp and the physics DLL doesn't support that.
				bCreateVirtualTerrain = true;
				continue;
			}
			// create this as part of the world
			IPhysicsObject *pObject = physenv->CreatePolyObjectStatic( pWorldCollide->solids[solid.index], 
				surfaceData, vec3_origin, vec3_angle, &solid.params );

			// invalid collision model or can't create, ignore
			if (!pObject)
				continue;

			pObject->SetCallbackFlags( pObject->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
			Assert( solid.contents != 0 );
			pObject->SetContents( solid.contents );
			if ( solid.contents & CONTENTS_SOLID )
			{
				pObject->SetCollisionHints(COLLISION_HINT_STATICSOLID);
			}

			if ( !pWorldPhysics )
			{
				pWorldPhysics = pObject;
			}
		}
		else if ( !strcmpi( pBlock, "fluid" ) )
		{
			pParse->ParseFluid( &fluid, NULL );

			// create a fluid for floating
			if ( fluid.index > 0 )
			{
				solid.params = defaultParams;	// copy world's params
				solid.params.enableCollisions = true;
				solid.params.pName = "fluid";
				solid.params.pGameData = static_cast<void *>(pWorld);
				fluid.params.pGameData = static_cast<void *>(pWorld);
				int surfaceData = physprops->GetSurfaceIndex( fluid.surfaceprop );
				// create this as part of the world
				IPhysicsObject *pWater = physenv->CreatePolyObjectStatic( pWorldCollide->solids[fluid.index], 
					surfaceData, vec3_origin, vec3_angle, &solid.params );

				pWater->SetCallbackFlags( pWater->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
				physenv->CreateFluidController( pWater, &fluid.params );
			}
		}
		else if ( !strcmpi( pBlock, "materialtable" ) )
		{
			int surfaceTable[128];
			memset( surfaceTable, 0, sizeof(surfaceTable) );

			pParse->ParseSurfaceTable( surfaceTable, NULL );
			physprops->SetWorldMaterialIndexTable( surfaceTable, 128 );
		}
		else if ( !strcmpi(pBlock, "virtualterrain" ) )
		{
			bCreateVirtualTerrain = true;
			pParse->SkipBlock();
		}
		else
		{
			// unknown chunk???
			pParse->SkipBlock();
		}
	}
	physcollision->VPhysicsKeyParserDestroy( pParse );

	if ( bCreateVirtualTerrain && physcollision->SupportsVirtualMesh() )
	{
		PhysCreateVirtualTerrain( pWorld, defaultParams );
	}
	return pWorldPhysics;
}