Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: sheet code for particles and other sprite functions
//
//===========================================================================//
#ifndef PARTICLES_INTERNAL_H
#define PARTICLES_INTERNAL_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/UtlStringMap.h"
#include "tier1/utlbuffer.h"
#include "tier2/fileutils.h"
#define MAX_WORLD_PLANAR_CONSTRAINTS ( 26 + 5 + 10 )
#define COLLISION_MODE_PER_PARTICLE_TRACE 0
#define COLLISION_MODE_PER_FRAME_PLANESET 1
#define COLLISION_MODE_INITIAL_TRACE_DOWN 2
#define COLLISION_MODE_USE_NEAREST_TRACE 3
struct CWorldCollideContextData
{
FourVectors m_TraceStartPnt[MAX_WORLD_PLANAR_CONSTRAINTS];
FourVectors m_TraceEndPnt[MAX_WORLD_PLANAR_CONSTRAINTS];
FourVectors m_PointOnPlane[MAX_WORLD_PLANAR_CONSTRAINTS];
FourVectors m_PlaneNormal[MAX_WORLD_PLANAR_CONSTRAINTS];
int m_nActivePlanes;
int m_nNumFixedPlanes;
float m_flLastUpdateTime;
Vector m_vecLastUpdateOrigin;
bool m_bPlaneActive[MAX_WORLD_PLANAR_CONSTRAINTS];
void *operator new( size_t nSize );
void *operator new( size_t nSize, int nBlockUse, const char *pFileName, int nLine );
void operator delete(void *pData);
void operator delete( void* p, int nBlockUse, const char *pFileName, int nLine );
void SetBaseTrace( int nIndex, Vector const &rayStart, Vector const &traceDir, int nCollisionGroup, bool bKeepMisses );
void CalculatePlanes( CParticleCollection *pParticles, int nCollisionMode, int nCollisionGroupNumber,
Vector const *pCpOffset = NULL, float flMovementTolerance = 0. );
};
#endif // PARTICLES_INTERNAL_H