C# Class idTech4.Game.Physics.idClip

Mostrar archivo Open project: iainmckay/idtech4.net Class Usage Examples

Public Methods

Method Description
Contents ( Vector3 start, idClipModel model, Matrix traceModelAxis, ContentFlags contentMask, idEntity passEntity ) : ContentFlags
ContentsModel ( Vector3 start, idClipModel model, Matrix traceModelAxis, ContentFlags contentMask, object modelHandle, Vector3 modelOrigin, Matrix modelAxis ) : ContentFlags
Init ( ) : void
Rotation ( TraceResult &result, Vector3 start, idRotation rotation, idClipModel model, Matrix traceModelAxis, ContentFlags contentMask, idEntity passEntity ) : bool
RotationModel ( Vector3 start, idRotation rotation, idClipModel model, Matrix traceModelAxis, ContentFlags contentMask, int modelHandle, Vector3 modelOrigin, Matrix modelAxis ) : TraceResult
Translation ( TraceResult &result, Vector3 start, Vector3 end, idClipModel model, Matrix traceModelAxis, ContentFlags contentMask, idEntity passEntity ) : bool
TranslationModel ( Vector3 start, Vector3 end, idClipModel model, Matrix traceModelAxis, ContentFlags contentMask, int modelHandle, Vector3 modelOrigin, Matrix modelAxis ) : TraceResult
idClip ( ) : System

Private Methods

Method Description
CreateClipSectors ( int depth, idBounds bounds, Vector3 &maxSector ) : ClipSector

Builds a uniformly subdivided tree for the given world size.

GetTraceClipModels ( idBounds bounds, ContentFlags contentMask, idEntity passEntity ) : idTech4.Game.Physics.idClipModel[]

an ent will be excluded from testing if: cm->entity == passEntity (don't clip against the pass entity) cm->entity == passOwner (missiles don't clip with owner) cm->owner == passEntity (don't interact with your own missiles) cm->owner == passOwner (don't interact with other missiles from same owner)

Method Details

Contents() public method

public Contents ( Vector3 start, idClipModel model, Matrix traceModelAxis, ContentFlags contentMask, idEntity passEntity ) : ContentFlags
start Vector3
model idClipModel
traceModelAxis Matrix
contentMask ContentFlags
passEntity idEntity
return ContentFlags

ContentsModel() public method

public ContentsModel ( Vector3 start, idClipModel model, Matrix traceModelAxis, ContentFlags contentMask, object modelHandle, Vector3 modelOrigin, Matrix modelAxis ) : ContentFlags
start Vector3
model idClipModel
traceModelAxis Matrix
contentMask ContentFlags
modelHandle object
modelOrigin Vector3
modelAxis Matrix
return ContentFlags

Init() public method

public Init ( ) : void
return void

Rotation() public method

public Rotation ( TraceResult &result, Vector3 start, idRotation rotation, idClipModel model, Matrix traceModelAxis, ContentFlags contentMask, idEntity passEntity ) : bool
result TraceResult
start Vector3
rotation idTech4.idRotation
model idClipModel
traceModelAxis Matrix
contentMask ContentFlags
passEntity idEntity
return bool

RotationModel() public method

public RotationModel ( Vector3 start, idRotation rotation, idClipModel model, Matrix traceModelAxis, ContentFlags contentMask, int modelHandle, Vector3 modelOrigin, Matrix modelAxis ) : TraceResult
start Vector3
rotation idTech4.idRotation
model idClipModel
traceModelAxis Matrix
contentMask ContentFlags
modelHandle int
modelOrigin Vector3
modelAxis Matrix
return TraceResult

Translation() public method

public Translation ( TraceResult &result, Vector3 start, Vector3 end, idClipModel model, Matrix traceModelAxis, ContentFlags contentMask, idEntity passEntity ) : bool
result TraceResult
start Vector3
end Vector3
model idClipModel
traceModelAxis Matrix
contentMask ContentFlags
passEntity idEntity
return bool

TranslationModel() public method

public TranslationModel ( Vector3 start, Vector3 end, idClipModel model, Matrix traceModelAxis, ContentFlags contentMask, int modelHandle, Vector3 modelOrigin, Matrix modelAxis ) : TraceResult
start Vector3
end Vector3
model idClipModel
traceModelAxis Matrix
contentMask ContentFlags
modelHandle int
modelOrigin Vector3
modelAxis Matrix
return TraceResult

idClip() public method

public idClip ( ) : System
return System