Esempio n. 1
0
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);
}
Esempio n. 2
0
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);
}