mirror of
https://github.com/alliedmodders/hl2sdk.git
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7931af02fa
Add CConcreteEntityList, CEntityComponent, CScriptComponent, CGameEntitySystem, rewrite IHandleEntity to use CEntityHandle instead of CBaseHandle, update NUM_SERIAL_NUM_BITS, comment out old CBaseEntity, obsolete basehandle.h
134 lines
3.1 KiB
C
134 lines
3.1 KiB
C
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef CMODEL_H
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#define CMODEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "trace.h"
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#include "tier0/dbg.h"
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#include "entityhandle.h"
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struct edict_t;
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struct model_t;
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/*
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==============================================================
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COLLISION DETECTION
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==============================================================
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*/
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#include "bspflags.h"
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//#include "mathlib/vector.h"
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// gi.BoxEdicts() can return a list of either solid or trigger entities
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// FIXME: eliminate AREA_ distinction?
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#define AREA_SOLID 1
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#define AREA_TRIGGERS 2
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#include "vcollide.h"
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struct cmodel_t
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{
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Vector mins, maxs;
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Vector origin; // for sounds or lights
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int headnode;
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vcollide_t vcollisionData;
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};
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struct csurface_t
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{
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const char *name;
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short surfaceProps;
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unsigned short flags; // BUGBUG: These are declared per surface, not per material, but this database is per-material now
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};
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//-----------------------------------------------------------------------------
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// A ray...
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//-----------------------------------------------------------------------------
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struct Ray_t
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{
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VectorAligned m_Start; // starting point, centered within the extents
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VectorAligned m_Delta; // direction + length of the ray
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VectorAligned m_StartOffset; // Add this to m_Start to get the actual ray start
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VectorAligned m_Extents; // Describes an axis aligned box extruded along a ray
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const matrix3x4_t *m_pWorldAxisTransform;
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bool m_IsRay; // are the extents zero?
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bool m_IsSwept; // is delta != 0?
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Ray_t() : m_pWorldAxisTransform( NULL ) {}
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void Init( Vector const& start, Vector const& end )
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{
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Assert( &end );
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VectorSubtract( end, start, m_Delta );
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m_IsSwept = (m_Delta.LengthSqr() != 0);
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VectorClear( m_Extents );
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m_pWorldAxisTransform = NULL;
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m_IsRay = true;
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// Offset m_Start to be in the center of the box...
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VectorClear( m_StartOffset );
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VectorCopy( start, m_Start );
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}
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void Init( Vector const& start, Vector const& end, Vector const& mins, Vector const& maxs )
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{
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Assert( &end );
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VectorSubtract( end, start, m_Delta );
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m_pWorldAxisTransform = NULL;
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m_IsSwept = (m_Delta.LengthSqr() != 0);
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VectorSubtract( maxs, mins, m_Extents );
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m_Extents *= 0.5f;
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m_IsRay = (m_Extents.LengthSqr() < 1e-6);
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// Offset m_Start to be in the center of the box...
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VectorAdd( mins, maxs, m_StartOffset );
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m_StartOffset *= 0.5f;
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VectorAdd( start, m_StartOffset, m_Start );
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m_StartOffset *= -1.0f;
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}
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// compute inverse delta
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Vector InvDelta() const
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{
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Vector vecInvDelta;
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for ( int iAxis = 0; iAxis < 3; ++iAxis )
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{
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if ( m_Delta[iAxis] != 0.0f )
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{
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vecInvDelta[iAxis] = 1.0f / m_Delta[iAxis];
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}
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else
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{
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vecInvDelta[iAxis] = FLT_MAX;
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}
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}
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return vecInvDelta;
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}
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private:
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};
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#endif // CMODEL_H
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#include "gametrace.h"
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