Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef VCOLLIDE_PARSE_H
#define VCOLLIDE_PARSE_H
#ifdef _WIN32
#pragma once
#endif
#include "vphysics_interface.h"
struct solid_t { int index; char name[512]; char parent[512]; char surfaceprop[512]; Vector massCenterOverride; objectparams_t params; };
struct fluid_t { int index; char surfaceprop[512];
fluidparams_t params;
fluid_t() {} fluid_t( fluid_t const& src ) : params(src.params) { index = src.index; } };
//-----------------------------------------------------------------------------
// Purpose: Pass this into the parser to handle the keys that vphysics does not
// parse.
//-----------------------------------------------------------------------------
class IVPhysicsKeyHandler { public: virtual void ParseKeyValue( void *pData, const char *pKey, const char *pValue ) = 0; virtual void SetDefaults( void *pData ) = 0; };
class IVPhysicsKeyParser { public: virtual ~IVPhysicsKeyParser() {}
virtual const char *GetCurrentBlockName( void ) = 0; virtual bool Finished( void ) = 0; virtual void ParseSolid( solid_t *pSolid, IVPhysicsKeyHandler *unknownKeyHandler ) = 0; virtual void ParseFluid( fluid_t *pFluid, IVPhysicsKeyHandler *unknownKeyHandler ) = 0; virtual void ParseRagdollConstraint( constraint_ragdollparams_t *pConstraint, IVPhysicsKeyHandler *unknownKeyHandler ) = 0; virtual void ParseSurfaceTable( int *table, IVPhysicsKeyHandler *unknownKeyHandler ) = 0; virtual void ParseCustom( void *pCustom, IVPhysicsKeyHandler *unknownKeyHandler ) = 0; virtual void ParseVehicle( vehicleparams_t *pVehicle, IVPhysicsKeyHandler *unknownKeyHandler ) = 0; virtual void SkipBlock( void ) = 0; };
#endif // VCOLLIDE_PARSE_H
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