void MakeBevel(vec3_t vMin, vec3_t vMax) { scene::Node* patch = Patch_AllocNode(); aabb_t aabb; aabb_construct_for_vec3(&aabb, vMin, vMax); #if 0 patch->m_patch->ConstructPrefab(&aabb, eBevel, 2); // 2 == XY view #endif GetWorldspawn()->m_traverse->insert(patch); }
void CEntityEclassModel::UpdateCachedData() { aabb_t aabb_temp; aabb_clear(&aabb_temp); m4x4_identity(m_transform); m4x4_pivoted_transform_by_vec3(m_transform, m_translate, m_euler, eXYZ, m_scale, m_pivot); memcpy(m_inverse_transform, m_transform, sizeof(m4x4_t)); if(m4x4_invert(m_inverse_transform) == 1) { Sys_Printf("ERROR: Singular Matrix, cannot invert"); } if(m_eclass) aabb_construct_for_vec3(&aabb_temp, m_eclass->mins, m_eclass->maxs); else VectorSet(aabb_temp.extents, 8, 8, 8); aabb_for_transformed_aabb(&m_BBox, &aabb_temp, m_transform); }