mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-19 12:06:07 +08:00
Added original SDK code for Alien Swarm.
This commit is contained in:
133
public/cmodel.h
Normal file
133
public/cmodel.h
Normal file
@ -0,0 +1,133 @@
|
||||
//========= Copyright <20> 1996-2005, 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
|
||||
const matrix3x4_t *m_pWorldAxisTransform;
|
||||
bool m_IsRay; // are the extents zero?
|
||||
bool m_IsSwept; // is delta != 0?
|
||||
|
||||
Ray_t() : m_pWorldAxisTransform( NULL ) {}
|
||||
|
||||
void Init( Vector const& start, Vector const& end )
|
||||
{
|
||||
Assert( &end );
|
||||
VectorSubtract( end, start, m_Delta );
|
||||
|
||||
m_IsSwept = (m_Delta.LengthSqr() != 0);
|
||||
|
||||
VectorClear( m_Extents );
|
||||
m_pWorldAxisTransform = NULL;
|
||||
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 )
|
||||
{
|
||||
Assert( &end );
|
||||
VectorSubtract( end, start, m_Delta );
|
||||
|
||||
m_pWorldAxisTransform = NULL;
|
||||
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"
|
||||
|
Reference in New Issue
Block a user