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Add CGameTrace, CTraceFilter, Ray_t & trace ray related enums/defines (#254)
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166
public/cmodel.h
166
public/cmodel.h
@ -38,6 +38,15 @@ COLLISION DETECTION
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#include "vcollide.h"
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enum RayType_t : uint8
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{
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RAY_TYPE_LINE = 0,
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RAY_TYPE_SPHERE,
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RAY_TYPE_HULL,
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RAY_TYPE_CAPSULE,
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RAY_TYPE_MESH,
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};
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struct cmodel_t
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{
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Vector mins, maxs;
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@ -59,70 +68,121 @@ struct csurface_t
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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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Ray_t() { Init( Vector( 0.0f, 0.0f, 0.0f ) ); }
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Ray_t( const Vector& vStartOffset ) { Init( vStartOffset ); }
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Ray_t( const Vector& vCenter, float flRadius ) { Init( vCenter, flRadius ); }
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Ray_t( const Vector& vMins, const Vector& vMaxs ) { Init( vMins, vMaxs ); }
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Ray_t( const Vector& vCenterA, const Vector& vCenterB, float flRadius ) { Init( vCenterA, vCenterB, flRadius ); }
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Ray_t( const Vector& vMins, const Vector& vMaxs, const Vector* pVertices, int nNumVertices ) { Init( vMins, vMaxs, pVertices, nNumVertices ); }
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void Init( const Vector& vStartOffset )
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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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m_Line.m_vStartOffset = vStartOffset;
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m_Line.m_flRadius = 0.0f;
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m_eType = RAY_TYPE_LINE;
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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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void Init( const Vector& vCenter, float flRadius )
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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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if ( flRadius > 0.0f )
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{
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if ( m_Delta[iAxis] != 0.0f )
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m_Sphere.m_vCenter = vCenter;
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m_Sphere.m_flRadius = flRadius;
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m_eType = RAY_TYPE_SPHERE;
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}
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else
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{
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Init( vCenter );
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}
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}
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void Init( const Vector& vMins, const Vector& vMaxs )
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{
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if ( vMins != vMaxs )
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{
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m_Hull.m_vMins = vMins;
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m_Hull.m_vMaxs = vMaxs;
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m_eType = RAY_TYPE_HULL;
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}
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else
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{
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Init( vMins );
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}
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}
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void Init( const Vector& vCenterA, const Vector& vCenterB, float flRadius )
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{
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if ( vCenterA != vCenterB )
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{
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if ( flRadius > 0.0f )
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{
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vecInvDelta[iAxis] = 1.0f / m_Delta[iAxis];
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m_Capsule.m_vCenter[0] = vCenterA;
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m_Capsule.m_vCenter[1] = vCenterB;
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m_Capsule.m_flRadius = flRadius;
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m_eType = RAY_TYPE_CAPSULE;
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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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Init( vCenterA, vCenterB );
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}
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}
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return vecInvDelta;
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else
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{
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Init( vCenterA, flRadius );
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}
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}
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private:
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void Init( const Vector& vMins, const Vector& vMaxs, const Vector* pVertices, int nNumVertices )
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{
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m_Mesh.m_vMins = vMins;
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m_Mesh.m_vMaxs = vMaxs;
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m_Mesh.m_pVertices = pVertices;
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m_Mesh.m_nNumVertices = nNumVertices;
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m_eType = RAY_TYPE_MESH;
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}
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struct Line_t
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{
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Vector m_vStartOffset;
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float m_flRadius;
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};
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struct Sphere_t
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{
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Vector m_vCenter;
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float m_flRadius;
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};
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struct Hull_t
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{
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Vector m_vMins;
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Vector m_vMaxs;
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};
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struct Capsule_t
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{
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Vector m_vCenter[2];
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float m_flRadius;
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};
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struct Mesh_t
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{
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Vector m_vMins;
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Vector m_vMaxs;
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const Vector* m_pVertices;
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int m_nNumVertices;
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};
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union
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{
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Line_t m_Line;
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Sphere_t m_Sphere;
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Hull_t m_Hull;
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Capsule_t m_Capsule;
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Mesh_t m_Mesh;
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};
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RayType_t m_eType;
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};
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