//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =====// // // Purpose: // //===========================================================================// #ifndef DEFORMATIONS_H #define DEFORMATIONS_H #ifdef _WIN32 #pragma once #endif #include "tier0/platform.h" // nonlinear transformations which may be applied to model vertices when rendering. must be powers of two enum DeformationType_t { DEFORMATION_CLAMP_TO_BOX_IN_WORLDSPACE = 1, // minxyz.minsoftness / maxxyz.maxsoftness }; struct DeformationBase_t // base class. don't use this { DeformationType_t m_eType; }; struct BoxDeformation_t : DeformationBase_t { // don't change the layout without changing code in shaderapidx8!!!! Vector m_SourceMins; // cube to clamp within float m_flPad0; Vector m_SourceMaxes; float m_flPad1; Vector m_ClampMins; float m_flPad2; Vector m_ClampMaxes; float m_flPad3; FORCEINLINE BoxDeformation_t( void ) { m_eType = DEFORMATION_CLAMP_TO_BOX_IN_WORLDSPACE; // invalid cube m_SourceMins.Init( 0,0,0 ); m_SourceMaxes.Init( -1, -1, -1 ); // no clamp m_ClampMins.Init( -FLT_MAX, -FLT_MAX, -FLT_MAX ); m_ClampMaxes.Init( FLT_MAX, FLT_MAX, FLT_MAX ); } }; #endif