Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "interface.h"
#include "vphysics/object_hash.h"
#include "vphysics/collision_set.h"
#include "tier1/tier1.h"
#include "ivu_vhash.hxx"
#if defined(_WIN32) && !defined(_X360)
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif // _WIN32 && !_X360
#include "vphysics_interfaceV30.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static void ivu_string_print_function( const char *str )
{
Msg("%s", str);
}
#if defined(_WIN32) && !defined(_XBOX)
//HMODULE gPhysicsDLLHandle;
#pragma warning (disable:4100)
BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved )
{
if ( fdwReason == DLL_PROCESS_ATTACH )
{
ivp_set_message_print_function( ivu_string_print_function );
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f, false, false, false, false );
// store out module handle
//gPhysicsDLLHandle = (HMODULE)hinstDLL;
}
else if ( fdwReason == DLL_PROCESS_DETACH )
{
}
return TRUE;
}
#endif // _WIN32
#ifdef POSIX
void __attribute__ ((constructor)) vphysics_init(void);
void vphysics_init(void)
{
ivp_set_message_print_function( ivu_string_print_function );
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f, false, false, false, false );
}
#endif
// simple 32x32 bit array
class CPhysicsCollisionSet : public IPhysicsCollisionSet
{
public:
~CPhysicsCollisionSet() {}
CPhysicsCollisionSet()
{
memset( m_bits, 0, sizeof(m_bits) );
}
void EnableCollisions( int index0, int index1 )
{
Assert(index0<32&&index1<32);
m_bits[index0] |= 1<<index1;
m_bits[index1] |= 1<<index0;
}
void DisableCollisions( int index0, int index1 )
{
Assert(index0<32&&index1<32);
m_bits[index0] &= ~(1<<index1);
m_bits[index1] &= ~(1<<index0);
}
bool ShouldCollide( int index0, int index1 )
{
Assert(index0<32&&index1<32);
return (m_bits[index0] & (1<<index1)) ? true : false;
}
private:
unsigned int m_bits[32];
};
//-----------------------------------------------------------------------------
// Main physics interface
//-----------------------------------------------------------------------------
class CPhysicsInterface : public CTier1AppSystem<IPhysics>
{
public:
CPhysicsInterface() : m_pCollisionSetHash(NULL) {}
virtual void *QueryInterface( const char *pInterfaceName );
virtual IPhysicsEnvironment *CreateEnvironment( void );
virtual void DestroyEnvironment( IPhysicsEnvironment *pEnvironment );
virtual IPhysicsEnvironment *GetActiveEnvironmentByIndex( int index );
virtual IPhysicsObjectPairHash *CreateObjectPairHash();
virtual void DestroyObjectPairHash( IPhysicsObjectPairHash *pHash );
virtual IPhysicsCollisionSet *FindOrCreateCollisionSet( unsigned int id, int maxElementCount );
virtual IPhysicsCollisionSet *FindCollisionSet( unsigned int id );
virtual void DestroyAllCollisionSets();
private:
CUtlVector<IPhysicsEnvironment *> m_envList;
CUtlVector<CPhysicsCollisionSet> m_collisionSets;
IVP_VHash_Store *m_pCollisionSetHash;
};
//-----------------------------------------------------------------------------
// Expose singleton
//-----------------------------------------------------------------------------
static CPhysicsInterface g_MainDLLInterface;
IPhysics *g_PhysicsInternal = &g_MainDLLInterface;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CPhysicsInterface, IPhysics, VPHYSICS_INTERFACE_VERSION, g_MainDLLInterface );
//-----------------------------------------------------------------------------
// Query interface
//-----------------------------------------------------------------------------
void *CPhysicsInterface::QueryInterface( const char *pInterfaceName )
{
// Loading the datacache DLL mounts *all* interfaces
// This includes the backward-compatible interfaces + other vphysics interfaces
CreateInterfaceFn factory = Sys_GetFactoryThis(); // This silly construction is necessary
return factory( pInterfaceName, NULL ); // to prevent the LTCG compiler from crashing.
}
//-----------------------------------------------------------------------------
// Implementation of IPhysics
//-----------------------------------------------------------------------------
IPhysicsEnvironment *CPhysicsInterface::CreateEnvironment( void )
{
IPhysicsEnvironment *pEnvironment = CreatePhysicsEnvironment();
m_envList.AddToTail( pEnvironment );
return pEnvironment;
}
void CPhysicsInterface::DestroyEnvironment( IPhysicsEnvironment *pEnvironment )
{
m_envList.FindAndRemove( pEnvironment );
delete pEnvironment;
}
IPhysicsEnvironment *CPhysicsInterface::GetActiveEnvironmentByIndex( int index )
{
if ( index < 0 || index >= m_envList.Count() )
return NULL;
return m_envList[index];
}
IPhysicsObjectPairHash *CPhysicsInterface::CreateObjectPairHash()
{
return ::CreateObjectPairHash();
}
void CPhysicsInterface::DestroyObjectPairHash( IPhysicsObjectPairHash *pHash )
{
delete pHash;
}
// holds a cache of these by id.
// NOTE: This is stuffed into vphysics.dll as a sneaky way of sharing the memory between
// client and server in single player. So you can't have different client/server rules.
IPhysicsCollisionSet *CPhysicsInterface::FindOrCreateCollisionSet( unsigned int id, int maxElementCount )
{
if ( !m_pCollisionSetHash )
{
m_pCollisionSetHash = new IVP_VHash_Store(256);
}
Assert( id != 0 );
Assert( maxElementCount <= 32 );
if ( maxElementCount > 32 )
return NULL;
IPhysicsCollisionSet *pSet = FindCollisionSet( id );
if ( pSet )
return pSet;
int index = m_collisionSets.AddToTail();
m_pCollisionSetHash->add_elem( (void *)id, (void *)(index+1) );
return &m_collisionSets[index];
}
IPhysicsCollisionSet *CPhysicsInterface::FindCollisionSet( unsigned int id )
{
if ( m_pCollisionSetHash )
{
int index = (int)m_pCollisionSetHash->find_elem( (void *)id );
if ( index > 0 )
{
Assert( index <= m_collisionSets.Count() );
if ( index <= m_collisionSets.Count() )
{
return &m_collisionSets[index-1];
}
}
}
return NULL;
}
void CPhysicsInterface::DestroyAllCollisionSets()
{
m_collisionSets.Purge();
delete m_pCollisionSetHash;
m_pCollisionSetHash = NULL;
}
// In release build, each of these libraries must contain a symbol that indicates it is also a release build
// You MUST disable this in order to run a release vphysics.dll with a debug library.
// This should not usually be necessary
#if !defined(_DEBUG) && defined(_WIN32)
extern int ivp_physics_lib_is_a_release_build;
extern int ivp_compactbuilder_lib_is_a_release_build;
extern int hk_base_lib_is_a_release_build;
extern int hk_math_lib_is_a_release_build;
extern int havana_constraints_lib_is_a_release_build;
void DebugTestFunction()
{
ivp_physics_lib_is_a_release_build = 0;
ivp_compactbuilder_lib_is_a_release_build = 0;
hk_base_lib_is_a_release_build = 0;
hk_math_lib_is_a_release_build = 0;
havana_constraints_lib_is_a_release_build = 0;
}
#endif