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 )
      {
          Assert( &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 )
      {
          Assert( &end );
          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"
  
  