40 #define CLIPMODEL_ID_TO_JOINT_HANDLE( id ) ( ( id ) >= 0 ? INVALID_JOINT : ((jointHandle_t) ( -1 - id )) )
41 #define JOINT_HANDLE_TO_CLIPMODEL_ID( id ) ( -1 - id )
87 void SetId(
int newId );
88 int GetId(
void )
const;
272 int contentMask,
const idEntity *passEntity );
274 int contentMask,
const idEntity *passEntity );
int ClipModelsTouchingBounds(const idBounds &bounds, int contentMask, idClipModel **clipModelList, int maxCount) const
idEntity * GetEntity(void) const
bool TracePoint(trace_t &results, const idVec3 &start, const idVec3 &end, int contentMask, const idEntity *passEntity)
int GetContents(void) const
const idMaterial * GetMaterial(void) const
void DrawClipModels(const idVec3 &eye, const float radius, const idEntity *passEntity)
static void ClearTraceModelCache(void)
idMat3 mat3_identity(idVec3(1, 0, 0), idVec3(0, 1, 0), idVec3(0, 0, 1))
void SetContents(int newContents)
bool IsEnabled(void) const
int Contacts(contactInfo_t *contacts, const int maxContacts, const idVec3 &start, const idVec6 &dir, const float depth, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity)
void Translate(const idVec3 &translation)
bool GetModelContactFeature(const contactInfo_t &contact, const idClipModel *clipModel, idFixedWinding &winding) const
static int TraceModelCacheSize(void)
const idMat3 & GetAxis(void) const
static void FreeTraceModel(int traceModelIndex)
GLint GLint GLsizei GLsizei GLsizei depth
const idVec3 & GetOrigin(void) const
bool IsLinked(void) const
const idTraceModel * TraceModelForClipModel(const idClipModel *mdl) const
int EntitiesTouchingBounds(const idBounds &bounds, int contentMask, idEntity **entityList, int maxCount) const
const idBounds & GetWorldBounds(void) const
int GetTraceClipModels(const idBounds &bounds, int contentMask, const idEntity *passEntity, idClipModel **clipModelList) const
idClipModel temporaryClipModel
idClipModel defaultClipModel
void SetOwner(idEntity *newOwner)
void GetMassProperties(const float density, float &mass, idVec3 ¢erOfMass, idMat3 &inertiaTensor) const
static void RestoreTraceModels(idRestoreGame *savefile)
struct clipSector_s * clipSectors
cmHandle_t Handle(void) const
idClipModel * DefaultClipModel(void)
const idBounds & GetBounds(void) const
idEntity * GetOwner(void) const
static int AllocTraceModel(const idTraceModel &trm)
int ContactsModel(contactInfo_t *contacts, const int maxContacts, const idVec3 &start, const idVec6 &dir, const float depth, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis)
static void SaveTraceModels(idSaveGame *savefile)
void PrintStatistics(void)
bool IsTraceModel(void) const
void SetMaterial(const idMaterial *m)
void Save(idSaveGame *savefile) const
void SetEntity(idEntity *newEntity)
bool IsEqual(const idTraceModel &trm) const
void TraceRenderModel(trace_t &trace, const idVec3 &start, const idVec3 &end, const float radius, const idMat3 &axis, idClipModel *touch) const
struct clipLink_s * clipLinks
void Link_r(struct clipSector_s *node)
struct clipSector_s * CreateClipSectors_r(const int depth, const idBounds &bounds, idVec3 &maxSector)
void ClipModelsTouchingBounds_r(const struct clipSector_s *node, struct listParms_s &parms) const
bool TraceBounds(trace_t &results, const idVec3 &start, const idVec3 &end, const idBounds &bounds, int contentMask, const idEntity *passEntity)
bool DrawModelContactFeature(const contactInfo_t &contact, const idClipModel *clipModel, int lifetime) const
bool LoadModel(const char *name)
const idMat3 & ToMat3(void) const
const idMaterial * material
bool Rotation(trace_t &results, const idVec3 &start, const idRotation &rotation, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity)
int Contents(const idVec3 &start, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity)
void RotationModel(trace_t &results, const idVec3 &start, const idRotation &rotation, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis)
int ContentsModel(const idVec3 &start, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis)
cmHandle_t collisionModelHandle
void TranslationModel(trace_t &results, const idVec3 &start, const idVec3 &end, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis)
void TranslationEntities(trace_t &results, const idVec3 &start, const idVec3 &end, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity)
const idBounds & GetAbsBounds(void) const
static cmHandle_t CheckModel(const char *name)
const idTraceModel * GetTraceModel(void) const
void Rotate(const idRotation &rotation)
bool Translation(trace_t &results, const idVec3 &start, const idVec3 &end, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity)
static idTraceModel * GetCachedTraceModel(int traceModelIndex)
void Restore(idRestoreGame *savefile)
void SetPosition(const idVec3 &newOrigin, const idMat3 &newAxis)
bool IsRenderModel(void) const
bool Motion(trace_t &results, const idVec3 &start, const idVec3 &end, const idRotation &rotation, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity)
static int GetTraceModelHashKey(const idTraceModel &trm)