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ivp.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef IVP_H
#define IVP_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
class CPhysCollide;
class CTextBuffer;
class IPhysicsCollision;
extern IPhysicsCollision *physcollision;
// a list of all of the materials in the world model
extern int RemapWorldMaterial( int materialIndexIn );
class CPhysCollisionEntry
{
public:
CPhysCollisionEntry( CPhysCollide *pCollide );
virtual void WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ) = 0;
virtual void DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ) = 0;
unsigned int GetCollisionBinarySize();
unsigned int WriteCollisionBinary( char *pDest );
protected:
void DumpCollideFileName( const char *pName, int modelIndex, CTextBuffer *pTextBuffer );
protected:
CPhysCollide *m_pCollide;
};
class CPhysCollisionEntryStaticMesh : public CPhysCollisionEntry
{
public:
CPhysCollisionEntryStaticMesh( CPhysCollide *pCollide, const char *pMaterialName );
virtual void WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex );
virtual void DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex );
private:
const char *m_pMaterial;
};
class CTextBuffer
{
public:
CTextBuffer( void );
~CTextBuffer( void );
inline int GetSize( void ) { return m_buffer.Count(); }
inline char *GetData( void ) { return m_buffer.Base(); }
void WriteText( const char *pText );
void WriteIntKey( const char *pKeyName, int outputData );
void WriteStringKey( const char *pKeyName, const char *outputData );
void WriteFloatKey( const char *pKeyName, float outputData );
void WriteFloatArrayKey( const char *pKeyName, const float *outputData, int count );
void CopyStringQuotes( const char *pString );
void Terminate( void );
private:
void CopyData( const char *pData, int len );
CUtlVector<char> m_buffer;
};
#endif // IVP_H