1
0
mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-09-19 03:56:10 +08:00
Files
hl2sdk/public/cmodel.h
2025-05-17 14:11:58 -04:00

194 lines
3.9 KiB
C

//========= Copyright © 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 "entityhandle.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"
enum RayType_t : uint8
{
RAY_TYPE_LINE = 0,
RAY_TYPE_SPHERE,
RAY_TYPE_HULL,
RAY_TYPE_CAPSULE,
RAY_TYPE_MESH,
};
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
{
Ray_t() { Init( Vector( 0.0f, 0.0f, 0.0f ) ); }
Ray_t( const Vector& vStartOffset ) { Init( vStartOffset ); }
Ray_t( const Vector& vCenter, float flRadius ) { Init( vCenter, flRadius ); }
Ray_t( const Vector& vMins, const Vector& vMaxs ) { Init( vMins, vMaxs ); }
Ray_t( const Vector& vCenterA, const Vector& vCenterB, float flRadius ) { Init( vCenterA, vCenterB, flRadius ); }
Ray_t( const Vector& vMins, const Vector& vMaxs, const Vector* pVertices, int nNumVertices ) { Init( vMins, vMaxs, pVertices, nNumVertices ); }
void Init( const Vector& vStartOffset )
{
m_Line.m_vStartOffset = vStartOffset;
m_Line.m_flRadius = 0.0f;
m_eType = RAY_TYPE_LINE;
}
void Init( const Vector& vCenter, float flRadius )
{
if ( flRadius > 0.0f )
{
m_Sphere.m_vCenter = vCenter;
m_Sphere.m_flRadius = flRadius;
m_eType = RAY_TYPE_SPHERE;
}
else
{
Init( vCenter );
}
}
void Init( const Vector& vMins, const Vector& vMaxs )
{
if ( vMins != vMaxs )
{
m_Hull.m_vMins = vMins;
m_Hull.m_vMaxs = vMaxs;
m_eType = RAY_TYPE_HULL;
}
else
{
Init( vMins );
}
}
void Init( const Vector& vCenterA, const Vector& vCenterB, float flRadius )
{
if ( vCenterA != vCenterB )
{
if ( flRadius > 0.0f )
{
m_Capsule.m_vCenter[0] = vCenterA;
m_Capsule.m_vCenter[1] = vCenterB;
m_Capsule.m_flRadius = flRadius;
m_eType = RAY_TYPE_CAPSULE;
}
else
{
Init( vCenterA, vCenterB );
}
}
else
{
Init( vCenterA, flRadius );
}
}
void Init( const Vector& vMins, const Vector& vMaxs, const Vector* pVertices, int nNumVertices )
{
m_Mesh.m_vMins = vMins;
m_Mesh.m_vMaxs = vMaxs;
m_Mesh.m_pVertices = pVertices;
m_Mesh.m_nNumVertices = nNumVertices;
m_eType = RAY_TYPE_MESH;
}
struct Line_t
{
Vector m_vStartOffset;
float m_flRadius;
};
struct Sphere_t
{
Vector m_vCenter;
float m_flRadius;
};
struct Hull_t
{
Vector m_vMins;
Vector m_vMaxs;
};
struct Capsule_t
{
Vector m_vCenter[2];
float m_flRadius;
};
struct Mesh_t
{
Vector m_vMins;
Vector m_vMaxs;
const Vector* m_pVertices;
int m_nNumVertices;
};
union
{
Line_t m_Line;
Sphere_t m_Sphere;
Hull_t m_Hull;
Capsule_t m_Capsule;
Mesh_t m_Mesh;
};
RayType_t m_eType;
};
#endif // CMODEL_H
#include "gametrace.h"