Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef CMODEL_H
#define CMODEL_H
#ifdef _WIN32
#pragma once
#endif
#include "trace.h"
#include "tier0/dbg.h"
#include "basehandle.h"
struct edict_t; struct model_t;
/*
==============================================================
COLLISION DETECTION
============================================================== */
#include "bspflags.h"
//#include "mathlib/vector.h"
// gi.BoxEdicts() can return a list of either solid or trigger entities
// FIXME: eliminate AREA_ distinction?
#define AREA_SOLID 1
#define AREA_TRIGGERS 2
#include "vcollide.h"
struct cmodel_t { Vector mins, maxs; Vector origin; // for sounds or lights
int headnode;
vcollide_t vcollisionData; };
struct csurface_t { const char *name; short surfaceProps; unsigned short flags; // BUGBUG: These are declared per surface, not per material, but this database is per-material now
};
//-----------------------------------------------------------------------------
// A ray...
//-----------------------------------------------------------------------------
struct Ray_t { VectorAligned m_Start; // starting point, centered within the extents
VectorAligned m_Delta; // direction + length of the ray
VectorAligned m_StartOffset; // Add this to m_Start to get the actual ray start
VectorAligned m_Extents; // Describes an axis aligned box extruded along a ray
bool m_IsRay; // are the extents zero?
bool m_IsSwept; // is delta != 0?
void Init( Vector const& start, Vector const& end ) { VectorSubtract( end, start, m_Delta );
m_IsSwept = (m_Delta.LengthSqr() != 0);
VectorClear( m_Extents ); m_IsRay = true;
// Offset m_Start to be in the center of the box...
VectorClear( m_StartOffset ); VectorCopy( start, m_Start ); }
void Init( Vector const& start, Vector const& end, Vector const& mins, Vector const& maxs ) { VectorSubtract( end, start, m_Delta );
m_IsSwept = (m_Delta.LengthSqr() != 0);
VectorSubtract( maxs, mins, m_Extents ); m_Extents *= 0.5f; m_IsRay = (m_Extents.LengthSqr() < 1e-6);
// Offset m_Start to be in the center of the box...
VectorAdd( mins, maxs, m_StartOffset ); m_StartOffset *= 0.5f; VectorAdd( start, m_StartOffset, m_Start ); m_StartOffset *= -1.0f; }
// compute inverse delta
Vector InvDelta() const { Vector vecInvDelta; for ( int iAxis = 0; iAxis < 3; ++iAxis ) { if ( m_Delta[iAxis] != 0.0f ) { vecInvDelta[iAxis] = 1.0f / m_Delta[iAxis]; } else { vecInvDelta[iAxis] = FLT_MAX; } } return vecInvDelta; }
private: };
#endif // CMODEL_H
#include "gametrace.h"
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