text: ﻿//========= Copyright 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
  	bool	m_IsRay;	// are the extents zero?
  	bool	m_IsSwept;	// is delta != 0?
  
  	void Init( Vector const& start, Vector const& end )
  	{
  		VectorSubtract( end, start, m_Delta );
  
  		m_IsSwept = (m_Delta.LengthSqr() != 0);
  
  		VectorClear( m_Extents );
  		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 )
  	{
  		VectorSubtract( end, start, m_Delta );
  
  		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"
  
  