Beispiel #1
0
/*
====================
idMD5Anim::GetBounds
====================
*/
void idMD5Anim::GetBounds( idBounds &bnds, int time, int cyclecount ) const {
	frameBlend_t	frame;
	idVec3			offset;

	ConvertTimeToFrame( time, cyclecount, frame );

	bnds = bounds[ frame.frame1 ];
	bnds.AddBounds( bounds[ frame.frame2 ] );

	// origin position
	offset = baseFrame[ 0 ].t;
	if ( jointInfo[ 0 ].animBits & ( ANIM_TX | ANIM_TY | ANIM_TZ ) ) {
		const float *componentPtr1 = &componentFrames[ numAnimatedComponents * frame.frame1 + jointInfo[ 0 ].firstComponent ];
		const float *componentPtr2 = &componentFrames[ numAnimatedComponents * frame.frame2 + jointInfo[ 0 ].firstComponent ];

		if ( jointInfo[ 0 ].animBits & ANIM_TX ) {
			offset.x = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
			componentPtr1++;
			componentPtr2++;
		}

		if ( jointInfo[ 0 ].animBits & ANIM_TY ) {
			offset.y = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
			componentPtr1++;
			componentPtr2++;
		}

		if ( jointInfo[ 0 ].animBits & ANIM_TZ ) {
			offset.z = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
		}
	}

	bnds[ 0 ] -= offset;
	bnds[ 1 ] -= offset;
}
/*
================
idPhysics_StaticMulti::GetBounds
================
*/
const idBounds &idPhysics_StaticMulti::GetBounds( int id ) const {
	int i;
	static idBounds bounds;

	if ( id >= 0 && id < clipModels.Num() ) {
		if ( clipModels[id] ) {
			return clipModels[id]->GetBounds();
		}
	}
	if ( id == -1 ) {
		bounds.Clear();
		for ( i = 0; i < clipModels.Num(); i++ ) {
			if ( clipModels[i] ) {
				bounds.AddBounds( clipModels[i]->GetAbsBounds() );
			}
		}
		for ( i = 0; i < clipModels.Num(); i++ ) {
			if ( clipModels[i] ) {
				bounds[0] -= clipModels[i]->GetOrigin();
				bounds[1] -= clipModels[i]->GetOrigin();
				break;
			}
		}
		return bounds;
	}
	return bounds_zero;
}