这篇教程C++ CM_TempBoxModel函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中CM_TempBoxModel函数的典型用法代码示例。如果您正苦于以下问题:C++ CM_TempBoxModel函数的具体用法?C++ CM_TempBoxModel怎么用?C++ CM_TempBoxModel使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了CM_TempBoxModel函数的17个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: SV_ClipHandleForEntity/* * SV_ClipHandleForEntity * * Returns a headnode that can be used for testing or clipping to a * given entity. If the entity is a bsp model, the headnode will * be returned, otherwise a custom box tree will be constructed. */CliphandleSV_ClipHandleForEntity(const Sharedent *ent){ if(ent->r.bmodel) /* explicit hulls in the BSP model */ return CM_InlineModel(ent->s.modelindex); if(ent->r.svFlags & SVF_CAPSULE) /* create a temp capsule from bounding box sizes */ return CM_TempBoxModel(ent->r.mins, ent->r.maxs, qtrue); /* create a temp tree from bounding box sizes */ return CM_TempBoxModel(ent->r.mins, ent->r.maxs, qfalse);}
开发者ID:icanhas,项目名称:yantar,代码行数:20,
示例2: SV_ClipHandleForEntity/*================SV_ClipHandleForEntityReturns a headnode that can be used for testing or clipping to agiven entity. If the entity is a bsp model, the headnode willbe returned, otherwise a custom box tree will be constructed.================*/clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent ) { if ( ent->r.bmodel ) { // explicit hulls in the BSP model return CM_InlineModel( ent->s.modelindex ); } if ( ent->r.svFlags & SVF_CAPSULE ) { // create a temp capsule from bounding box sizes return CM_TempBoxModel( ent->r.mins, ent->r.maxs, qtrue ); } // create a temp tree from bounding box sizes return CM_TempBoxModel( ent->r.mins, ent->r.maxs, qfalse );}
开发者ID:Lrns123,项目名称:jkaq3,代码行数:22,
示例3: CM_TraceBoundingBoxThroughCapsule// bounding box vs. capsule collisionvoid CM_TraceBoundingBoxThroughCapsule( traceWork_t *tw, clipHandle_t model ) { vector3 mins, maxs, offset, size[2]; clipHandle_t h; cmodel_t *cmod; int i; // mins maxs of the capsule CM_ModelBounds(model, &mins, &maxs); // offset for capsule center for ( i = 0 ; i < 3 ; i++ ) { offset.data[i] = ( mins.data[i] + maxs.data[i] ) * 0.5f; size[0].data[i] = mins.data[i] - offset.data[i]; size[1].data[i] = maxs.data[i] - offset.data[i]; tw->start.data[i] -= offset.data[i]; tw->end.data[i] -= offset.data[i]; } // replace the bounding box with the capsule tw->sphere.use = qtrue; tw->sphere.radius = ( size[1].x > size[1].z ) ? size[1].z: size[1].x; tw->sphere.halfheight = size[1].z; VectorSet( &tw->sphere.offset, 0, 0, size[1].z - tw->sphere.radius ); // replace the capsule with the bounding box h = CM_TempBoxModel(&tw->size[0], &tw->size[1], qfalse); // calculate collision cmod = CM_ClipHandleToModel( h ); CM_TraceThroughLeaf( tw, &cmod->leaf );}
开发者ID:AstralSerpent,项目名称:QtZ,代码行数:31,
示例4: SV_ClipHandleForEntity/*================SV_ClipHandleForEntityReturns a headnode that can be used for testing or clipping to agiven entity. If the entity is a bsp model, the headnode willbe returned, otherwise a custom box tree will be constructed.================*/clipHandle_t SV_ClipHandleForEntity( EntityBase* gameEnt ){ if ( gameEnt->r.bmodel ) { // explicit hulls in the BSP model return CM_InlineModel( gameEnt->s.modelindex ); } if ( gameEnt->r.svFlags & SVF_CAPSULE ) { // create a temp capsule from bounding box sizes return CM_TempBoxModel( gameEnt->r.mins, gameEnt->r.maxs, true ); } // create a temp tree from bounding box sizes return CM_TempBoxModel( gameEnt->r.mins, gameEnt->r.maxs, false );}
开发者ID:MilitaryForces,项目名称:MilitaryForces,代码行数:25,
示例5: CM_TestBoundingBoxInCapsule/*==================CM_TestBoundingBoxInCapsulebounding box inside capsule check==================*/void CM_TestBoundingBoxInCapsule(traceWork_t *tw, clipHandle_t model){ vec3_t mins, maxs, offset, size[2]; clipHandle_t h; cmodel_t *cmod; int i; // mins maxs of the capsule CM_ModelBounds(model, mins, maxs); // offset for capsule center for (i = 0 ; i < 3 ; i++) { offset[i] = (mins[i] + maxs[i]) * 0.5; size[0][i] = mins[i] - offset[i]; size[1][i] = maxs[i] - offset[i]; tw->start[i] -= offset[i]; tw->end[i] -= offset[i]; } // replace the bounding box with the capsule tw->sphere.use = qtrue; tw->sphere.radius = (size[1][0] > size[1][2]) ? size[1][2] : size[1][0]; tw->sphere.halfheight = size[1][2]; VectorSet(tw->sphere.offset, 0, 0, size[1][2] - tw->sphere.radius); // replace the capsule with the bounding box h = CM_TempBoxModel(tw->size[0], tw->size[1], qfalse); // calculate collision cmod = CM_ClipHandleToModel(h); CM_TestInLeaf(tw, &cmod->leaf);}
开发者ID:belstgut,项目名称:etlegacy,代码行数:39,
示例6: CLQ2_ClipMoveToEntitiesstatic void CLQ2_ClipMoveToEntities( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, q2trace_t* tr ) { for ( int i = 0; i < cl.q2_frame.num_entities; i++ ) { int num = ( cl.q2_frame.parse_entities + i ) & ( MAX_PARSE_ENTITIES_Q2 - 1 ); q2entity_state_t* ent = &clq2_parse_entities[ num ]; if ( !ent->solid ) { continue; } if ( ent->number == cl.playernum + 1 ) { continue; } clipHandle_t cmodel; float* angles; if ( ent->solid == 31 ) { // special value for bmodel cmodel = cl.model_clip[ ent->modelindex ]; if ( !cmodel ) { continue; } angles = ent->angles; } else { // encoded bbox int x = 8 * ( ent->solid & 31 ); int zd = 8 * ( ( ent->solid >> 5 ) & 31 ); int zu = 8 * ( ( ent->solid >> 10 ) & 63 ) - 32; vec3_t bmins, bmaxs; bmins[ 0 ] = bmins[ 1 ] = -x; bmaxs[ 0 ] = bmaxs[ 1 ] = x; bmins[ 2 ] = -zd; bmaxs[ 2 ] = zu; cmodel = CM_TempBoxModel( bmins, bmaxs ); angles = oldvec3_origin; // boxes don't rotate } if ( tr->allsolid ) { return; } q2trace_t trace = CM_TransformedBoxTraceQ2( start, end, mins, maxs, cmodel, MASK_PLAYERSOLID, ent->origin, angles ); if ( trace.allsolid || trace.startsolid || trace.fraction < tr->fraction ) { trace.ent = ( struct q2edict_t* )ent; if ( tr->startsolid ) { *tr = trace; tr->startsolid = true; } else { *tr = trace; } } else if ( trace.startsolid ) { tr->startsolid = true; } }}
开发者ID:janisl,项目名称:jlquake,代码行数:60,
示例7: SV_ClipHandleForEntityclipHandle_t SV_ClipHandleForEntity(gentity_t *touch){ if(!touch->r.bmodel) return CM_TempBoxModel(touch->r.mins, touch->r.maxs, touch->r.contents); else return touch->s.index;}
开发者ID:Call-of-Duty-Scripts,项目名称:CoD4x1.8_Server_Pub,代码行数:7,
示例8: SV_ClipHandleForEntity/*================SV_ClipHandleForEntityReturns a headnode that can be used for testing or clipping to agiven entity. If the entity is a bsp model, the headnode willbe returned, otherwise a custom box tree or capsule will be constructed.================*/clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent ) { if ( ent->s.bmodel ) { // explicit hulls in the BSP model return CM_InlineModel( ent->s.modelindex ); } // create a temp tree or capsule from bounding box sizes return CM_TempBoxModel( ent->s.mins, ent->s.maxs, ent->s.capsule, ent->s.contents );}
开发者ID:mecwerks,项目名称:spearmint-ios,代码行数:18,
示例9: CM_TestBoundingBoxInCapsule/*==================CM_TestBoundingBoxInCapsulebounding box inside capsule check==================*/void CM_TestBoundingBoxInCapsule( traceWork_t *tw, clipHandle_t model ) { vec3_t mins, maxs, offset, bboxSize[2]; clipHandle_t h; cmodel_t *cmod; int i; // save size of the bounding box VectorCopy(tw->size[0], bboxSize[0]); VectorCopy(tw->size[1], bboxSize[1]); // mins maxs of the capsule CM_ModelBounds(model, mins, maxs); // offset for capsule center for ( i = 0 ; i < 3 ; i++ ) { offset[i] = ( mins[i] + maxs[i] ) * 0.5; tw->size[0][i] = mins[i] - offset[i]; tw->size[1][i] = maxs[i] - offset[i]; tw->start[i] -= offset[i]; tw->end[i] -= offset[i]; if ( tw->start[i] < tw->end[i] ) { tw->bounds[0][i] = tw->start[i] + tw->size[0][i]; tw->bounds[1][i] = tw->end[i] + tw->size[1][i]; } else { tw->bounds[0][i] = tw->end[i] + tw->size[0][i]; tw->bounds[1][i] = tw->start[i] + tw->size[1][i]; } } // replace the bounding box with the capsule tw->type = TT_CAPSULE; tw->sphere.radius = ( tw->size[1][0] > tw->size[1][2] ) ? tw->size[1][2]: tw->size[1][0]; tw->sphere.halfheight = tw->size[1][2]; VectorSet( tw->sphere.offset, 0, 0, tw->size[1][2] - tw->sphere.radius ); // replace the capsule with the bounding box h = CM_TempBoxModel(bboxSize[0], bboxSize[1], qfalse, capsule_contents); // calculate collision cmod = CM_ClipHandleToModel( h ); CM_TestInLeaf( tw, &cmod->leaf );}
开发者ID:mecwerks,项目名称:spearmint-ios,代码行数:49,
示例10: CL_CgameSystemCalls/*====================CL_CgameSystemCallsThe cgame module is making a system call====================*/intptr_t CL_CgameSystemCalls( intptr_t *args ) { switch( args[0] ) { case CG_PRINT: Com_Printf( "%s", VMA(1) ); return 0; case CG_FATAL_ERROR: Com_Error( ERR_DROP, "%s", VMA(1) ); return 0; case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_CVAR_REGISTER: Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); return 0; case CG_CVAR_UPDATE: Cvar_Update( VMA(1) ); return 0; case CG_CVAR_SET: Cvar_Set( VMA(1), VMA(2) ); return 0; case CG_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] ); return 0; case CG_ARGC: return Cmd_Argc(); case CG_ARGV: Cmd_ArgvBuffer( args[1], VMA(2), args[3] ); return 0; case CG_ARGVI: return atoi( Cmd_Argv( args[1] ) ); case CG_ARGS: Cmd_ArgsBuffer( VMA(1), args[2] ); return 0; case CG_CMD_EXECUTETEXT: Cbuf_ExecuteText( args[1], VMA(2) ); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] ); case CG_FS_READ: FS_Read( VMA(1), args[2], args[3] ); return 0; case CG_FS_WRITE: FS_Write( VMA(1), args[2], args[3] ); return 0; case CG_FS_FCLOSEFILE: FS_FCloseFile( args[1] ); return 0; case CG_SENDCONSOLECOMMAND: Cbuf_AddText( VMA(1) ); return 0; case CG_FORWARDCOMMAND: VM_Call( uivm, UI_CONSOLE_COMMAND, cls.realtime ); return 0; case CG_ADDCOMMAND: CL_AddCgameCommand( VMA(1) ); return 0; case CG_REMOVECOMMAND: Cmd_RemoveCommand( VMA(1) ); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand( VMA(1) ); return 0; case CG_UPDATESCREEN: // this is used during lengthy level loading, so pump message loop// Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN!// We can't call Com_EventLoop here, a restart will crash and this _does_ happen// if there is a map change while we are downloading at pk3.// ZOID SCR_UpdateScreen(); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap( VMA(1) ); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel( args[1] ); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qfalse ); case CG_CM_TEMPCAPSULEMODEL: return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qtrue ); case CG_CM_POINTCONTENTS: return CM_PointContents( VMA(1), args[2] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( VMA(1), args[2], VMA(3), VMA(4) ); case CG_CM_BOXTRACE: CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse ); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse ); return 0;//.........这里部分代码省略.........
开发者ID:ballju,项目名称:SpaceTrader-GPL-1.1.14,代码行数:101,
示例11: CL_CgameSystemCalls/*====================CL_CgameSystemCallsThe cgame module is making a system call====================*/intptr_t CL_CgameSystemCalls( intptr_t *args ) { switch( args[0] ) { case CG_PRINT: Com_Printf( "%s", (const char*)VMA(1) ); return 0; case CG_ERROR: Com_Error( ERR_DROP, "%s", (const char*)VMA(1) ); return 0; case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_CVAR_REGISTER: Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); return 0; case CG_CVAR_UPDATE: Cvar_Update( VMA(1) ); return 0; case CG_CVAR_SET: Cvar_Set( VMA(1), VMA(2) ); return 0; case CG_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] ); return 0; case CG_ARGC: return Cmd_Argc(); case CG_ARGV: Cmd_ArgvBuffer( args[1], VMA(2), args[3] ); return 0; case CG_ARGS: Cmd_ArgsBuffer( VMA(1), args[2] ); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] ); case CG_FS_READ: FS_Read2( VMA(1), args[2], args[3] ); return 0; case CG_FS_WRITE: FS_Write( VMA(1), args[2], args[3] ); return 0; case CG_FS_FCLOSEFILE: FS_FCloseFile( args[1] ); return 0; case CG_FS_SEEK: return FS_Seek( args[1], args[2], args[3] ); case CG_SENDCONSOLECOMMAND: Cbuf_AddText( VMA(1) ); return 0; case CG_ADDCOMMAND: CL_AddCgameCommand( VMA(1) ); return 0; case CG_REMOVECOMMAND: Cmd_RemoveCommand( VMA(1) ); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand( VMA(1) ); return 0; case CG_UPDATESCREEN: // this is used during lengthy level loading, so pump message loop// Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN!// We can't call Com_EventLoop here, a restart will crash and this _does_ happen// if there is a map change while we are downloading at pk3.// ZOID SCR_UpdateScreen(); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap( VMA(1) ); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel( args[1] ); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qfalse ); case CG_CM_TEMPCAPSULEMODEL: return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qtrue ); case CG_CM_POINTCONTENTS: return CM_PointContents( VMA(1), args[2] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( VMA(1), args[2], VMA(3), VMA(4) ); case CG_CM_BOXTRACE: CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse ); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse ); return 0; case CG_CM_TRANSFORMEDCAPSULETRACE: CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qtrue ); return 0; case CG_CM_MARKFRAGMENTS: return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) ); case CG_S_STARTSOUND://.........这里部分代码省略.........
开发者ID:BruceJohnJennerLawso,项目名称:quake3,代码行数:101,
示例12: CL_CgameSystemCallsintptr_t CL_CgameSystemCalls(intptr_t *args){ switch (args[0]) { case CG_PRINT: Com_Printf("%s", (char *)VMA(1)); return 0; case CG_ERROR: Com_Error(ERR_DROP, "%s", (char *)VMA(1)); return 0; case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_CVAR_REGISTER: Cvar_Register(VMA(1), VMA(2), VMA(3), args[4]); return 0; case CG_CVAR_UPDATE: Cvar_Update(VMA(1)); return 0; case CG_CVAR_SET: Cvar_SetSafe(VMA(1), VMA(2)); return 0; case CG_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer(VMA(1), VMA(2), args[3]); return 0; case CG_CVAR_LATCHEDVARIABLESTRINGBUFFER: Cvar_LatchedVariableStringBuffer(VMA(1), VMA(2), args[3]); return 0; case CG_ARGC: return Cmd_Argc(); case CG_ARGV: Cmd_ArgvBuffer(args[1], VMA(2), args[3]); return 0; case CG_ARGS: Cmd_ArgsBuffer(VMA(1), args[2]); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode(VMA(1), VMA(2), args[3]); case CG_FS_READ: FS_Read(VMA(1), args[2], args[3]); return 0; case CG_FS_WRITE: return FS_Write(VMA(1), args[2], args[3]); case CG_FS_FCLOSEFILE: FS_FCloseFile(args[1]); return 0; case CG_FS_GETFILELIST: return FS_GetFileList(VMA(1), VMA(2), VMA(3), args[4]); case CG_FS_DELETEFILE: return FS_Delete(VMA(1)); case CG_SENDCONSOLECOMMAND: Cbuf_AddText(VMA(1)); return 0; case CG_ADDCOMMAND: CL_AddCgameCommand(VMA(1)); return 0; case CG_REMOVECOMMAND: Cmd_RemoveCommandSafe(VMA(1)); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand(VMA(1)); return 0; case CG_UPDATESCREEN: SCR_UpdateScreen(); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap(VMA(1)); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel(args[1]); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel(VMA(1), VMA(2), qfalse); case CG_CM_TEMPCAPSULEMODEL: return CM_TempBoxModel(VMA(1), VMA(2), qtrue); case CG_CM_POINTCONTENTS: return CM_PointContents(VMA(1), args[2]); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents(VMA(1), args[2], VMA(3), VMA(4)); case CG_CM_BOXTRACE: CM_BoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse); return 0; case CG_CM_TRANSFORMEDCAPSULETRACE: CM_TransformedBoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qtrue); return 0; case CG_CM_MARKFRAGMENTS: return re.MarkFragments(args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7)); case CG_R_PROJECTDECAL: re.ProjectDecal(args[1], args[2], VMA(3), VMA(4), VMA(5), args[6], args[7]); return 0; case CG_R_CLEARDECALS: re.ClearDecals(); return 0;//.........这里部分代码省略.........
开发者ID:Mailaender,项目名称:etlegacy,代码行数:101,
示例13: CLWS_CgameSystemCalls// The cgame module is making a system callqintptr CLWS_CgameSystemCalls( qintptr* args ) { switch ( args[ 0 ] ) { case WSCG_PRINT: common->Printf( "%s", ( char* )VMA( 1 ) ); return 0; case WSCG_ERROR: common->Error( "%s", ( char* )VMA( 1 ) ); return 0; case WSCG_MILLISECONDS: return Sys_Milliseconds(); case WSCG_CVAR_REGISTER: Cvar_Register( ( vmCvar_t* )VMA( 1 ), ( char* )VMA( 2 ), ( char* )VMA( 3 ), args[ 4 ] ); return 0; case WSCG_CVAR_UPDATE: Cvar_Update( ( vmCvar_t* )VMA( 1 ) ); return 0; case WSCG_CVAR_SET: Cvar_Set( ( char* )VMA( 1 ), ( char* )VMA( 2 ) ); return 0; case WSCG_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( ( char* )VMA( 1 ), ( char* )VMA( 2 ), args[ 3 ] ); return 0; case WSCG_ARGC: return Cmd_Argc(); case WSCG_ARGV: Cmd_ArgvBuffer( args[ 1 ], ( char* )VMA( 2 ), args[ 3 ] ); return 0; case WSCG_ARGS: Cmd_ArgsBuffer( ( char* )VMA( 1 ), args[ 2 ] ); return 0; case WSCG_FS_FOPENFILE: return FS_FOpenFileByMode( ( char* )VMA( 1 ), ( fileHandle_t* )VMA( 2 ), ( fsMode_t )args[ 3 ] ); case WSCG_FS_READ: FS_Read( VMA( 1 ), args[ 2 ], args[ 3 ] ); return 0; case WSCG_FS_WRITE: return FS_Write( VMA( 1 ), args[ 2 ], args[ 3 ] ); case WSCG_FS_FCLOSEFILE: FS_FCloseFile( args[ 1 ] ); return 0; case WSCG_SENDCONSOLECOMMAND: Cbuf_AddText( ( char* )VMA( 1 ) ); return 0; case WSCG_ADDCOMMAND: CLT3_AddCgameCommand( ( char* )VMA( 1 ) ); return 0; case WSCG_REMOVECOMMAND: Cmd_RemoveCommand( ( char* )VMA( 1 ) ); return 0; case WSCG_SENDCLIENTCOMMAND: CL_AddReliableCommand( ( char* )VMA( 1 ) ); return 0; case WSCG_UPDATESCREEN: SCR_UpdateScreen(); return 0; case WSCG_CM_LOADMAP: CLT3_CM_LoadMap( ( char* )VMA( 1 ) ); return 0; case WSCG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case WSCG_CM_INLINEMODEL: return CM_InlineModel( args[ 1 ] ); case WSCG_CM_TEMPBOXMODEL: return CM_TempBoxModel( ( float* )VMA( 1 ), ( float* )VMA( 2 ), false ); case WSCG_CM_TEMPCAPSULEMODEL: return CM_TempBoxModel( ( float* )VMA( 1 ), ( float* )VMA( 2 ), true ); case WSCG_CM_POINTCONTENTS: return CM_PointContentsQ3( ( float* )VMA( 1 ), args[ 2 ] ); case WSCG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContentsQ3( ( float* )VMA( 1 ), args[ 2 ], ( float* )VMA( 3 ), ( float* )VMA( 4 ) ); case WSCG_CM_BOXTRACE: CM_BoxTraceQ3( ( q3trace_t* )VMA( 1 ), ( float* )VMA( 2 ), ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ), args[ 6 ], args[ 7 ], false ); return 0; case WSCG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTraceQ3( ( q3trace_t* )VMA( 1 ), ( float* )VMA( 2 ), ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ), args[ 6 ], args[ 7 ], ( float* )VMA( 8 ), ( float* )VMA( 9 ), false ); return 0; case WSCG_CM_CAPSULETRACE: CM_BoxTraceQ3( ( q3trace_t* )VMA( 1 ), ( float* )VMA( 2 ), ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ), args[ 6 ], args[ 7 ], true ); return 0; case WSCG_CM_TRANSFORMEDCAPSULETRACE: CM_TransformedBoxTraceQ3( ( q3trace_t* )VMA( 1 ), ( float* )VMA( 2 ), ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ), args[ 6 ], args[ 7 ], ( float* )VMA( 8 ), ( float* )VMA( 9 ), true ); return 0; case WSCG_CM_MARKFRAGMENTS: return R_MarkFragmentsWolf( args[ 1 ], ( const vec3_t* )VMA( 2 ), ( float* )VMA( 3 ), args[ 4 ], ( float* )VMA( 5 ), args[ 6 ], ( markFragment_t* )VMA( 7 ) ); case WSCG_S_STARTSOUND: S_StartSound( ( float* )VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], 0.5 ); return 0; case WSCG_S_STARTSOUNDEX: S_StartSoundEx( ( float* )VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], 127 ); return 0; case WSCG_S_STARTLOCALSOUND: S_StartLocalSound( args[ 1 ], args[ 2 ], 127 ); return 0; case WSCG_S_CLEARLOOPINGSOUNDS: CLWS_ClearLoopingSounds( args[ 1 ] ); return 0; case WSCG_S_ADDLOOPINGSOUND: // FIXME MrE: handling of looping sounds changed S_AddLoopingSound( args[ 1 ], ( float* )VMA( 2 ), ( float* )VMA( 3 ), args[ 4 ], args[ 5 ], args[ 6 ], 0 );//.........这里部分代码省略.........
开发者ID:janisl,项目名称:jlquake,代码行数:101,
示例14: CL_CgameSystemCalls//.........这里部分代码省略......... return 0; case CG_REMOVECOMMAND: Cmd_RemoveCommand( VMA( 1 ) ); return 0; case CG_COMPLETE_CALLBACK: if ( completer ) { completer( VMA( 1 ) ); } return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand( VMA( 1 ) ); return 0; case CG_UPDATESCREEN: SCR_UpdateScreen(); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap( VMA( 1 ) ); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel( args[ 1 ] ); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qfalse ); case CG_CM_TEMPCAPSULEMODEL: return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qtrue ); case CG_CM_POINTCONTENTS: return CM_PointContents( VMA( 1 ), args[ 2 ] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( VMA( 1 ), args[ 2 ], VMA( 3 ), VMA( 4 ) ); case CG_CM_BOXTRACE: CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], TT_AABB ); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], VMA( 8 ), VMA( 9 ), TT_AABB ); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], TT_CAPSULE ); return 0; case CG_CM_TRANSFORMEDCAPSULETRACE: CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], VMA( 8 ), VMA( 9 ), TT_CAPSULE ); return 0; case CG_CM_BISPHERETRACE: CM_BiSphereTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMF( 4 ), VMF( 5 ), args[ 6 ], args[ 7 ] ); return 0; case CG_CM_TRANSFORMEDBISPHERETRACE: CM_TransformedBiSphereTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMF( 4 ), VMF( 5 ), args[ 6 ], args[ 7 ], VMA( 8 ) );
开发者ID:Sixthly,项目名称:Unvanquished,代码行数:67,
示例15: CL_CgameSystemCalls/*====================CL_CgameSystemCallsThe cgame module is making a system call====================*/intptr_t CL_CgameSystemCalls( intptr_t *args ) { switch ( args[0] ) { case CG_PRINT: Com_Printf( "%s", (const char*)VMA(1) ); return 0; case CG_ERROR: Com_Error( ERR_DROP, "%s", (const char*)VMA(1) ); return 0; case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_CVAR_REGISTER: Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); return 0; case CG_CVAR_UPDATE: Cvar_Update( VMA( 1 ) ); return 0; case CG_CVAR_SET: Cvar_SetSafe( VMA(1), VMA(2) ); return 0; case CG_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( VMA( 1 ), VMA( 2 ), args[3] ); return 0; case CG_ARGC: return Cmd_Argc(); case CG_ARGV: Cmd_ArgvBuffer( args[1], VMA( 2 ), args[3] ); return 0; case CG_ARGS: Cmd_ArgsBuffer( VMA( 1 ), args[2] ); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[3] ); case CG_FS_READ: FS_Read( VMA( 1 ), args[2], args[3] ); return 0; case CG_FS_WRITE: return FS_Write( VMA( 1 ), args[2], args[3] ); case CG_FS_FCLOSEFILE: FS_FCloseFile( args[1] ); return 0; case CG_SENDCONSOLECOMMAND: Cbuf_AddText( VMA( 1 ) ); return 0; case CG_ADDCOMMAND: CL_AddCgameCommand( VMA( 1 ) ); return 0; case CG_REMOVECOMMAND: Cmd_RemoveCommandSafe( VMA(1) ); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand(VMA(1), qfalse); return 0; case CG_UPDATESCREEN: // this is used during lengthy level loading, so pump message loop// Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN!// We can't call Com_EventLoop here, a restart will crash and this _does_ happen// if there is a map change while we are downloading at pk3.// ZOID SCR_UpdateScreen(); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap( VMA( 1 ) ); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel( args[1] ); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qfalse ); case CG_CM_TEMPCAPSULEMODEL: return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qtrue ); case CG_CM_POINTCONTENTS: return CM_PointContents( VMA( 1 ), args[2] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( VMA( 1 ), args[2], VMA( 3 ), VMA( 4 ) ); case CG_CM_BOXTRACE: CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ qfalse ); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], VMA( 8 ), VMA( 9 ), /*int capsule*/ qfalse ); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ qtrue ); return 0; case CG_CM_TRANSFORMEDCAPSULETRACE: CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], VMA( 8 ), VMA( 9 ), /*int capsule*/ qtrue ); return 0; case CG_CM_MARKFRAGMENTS: return re.MarkFragments( args[1], VMA( 2 ), VMA( 3 ), args[4], VMA( 5 ), args[6], VMA( 7 ) ); case CG_S_STARTSOUND: S_StartSound( VMA( 1 ), args[2], args[3], args[4] ); return 0;//----(SA) added//.........这里部分代码省略.........
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:101,
示例16: CL_CgameSystemCallsintptr_t CL_CgameSystemCalls( intptr_t *args ) {#ifndef __NO_JK2 if( com_jk2 && com_jk2->integer ) { args[0] = (intptr_t)CL_ConvertJK2SysCall((cgameJK2Import_t)args[0]); }#endif switch( args[0] ) { case CG_PRINT: Com_Printf( "%s", VMA(1) ); return 0; case CG_ERROR: Com_Error( ERR_DROP, S_COLOR_RED"%s", VMA(1) ); return 0; case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_CVAR_REGISTER: Cvar_Register( (vmCvar_t *) VMA(1), (const char *) VMA(2), (const char *) VMA(3), args[4] ); return 0; case CG_CVAR_UPDATE: Cvar_Update( (vmCvar_t *) VMA(1) ); return 0; case CG_CVAR_SET: Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) ); return 0; case CG_ARGC: return Cmd_Argc(); case CG_ARGV: Cmd_ArgvBuffer( args[1], (char *) VMA(2), args[3] ); return 0; case CG_ARGS: Cmd_ArgsBuffer( (char *) VMA(1), args[2] ); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode( (const char *) VMA(1), (int *) VMA(2), (fsMode_t) args[3] ); case CG_FS_READ: FS_Read( VMA(1), args[2], args[3] ); return 0; case CG_FS_WRITE: FS_Write( VMA(1), args[2], args[3] ); return 0; case CG_FS_FCLOSEFILE: FS_FCloseFile( args[1] ); return 0; case CG_SENDCONSOLECOMMAND: Cbuf_AddText( (const char *) VMA(1) ); return 0; case CG_ADDCOMMAND: CL_AddCgameCommand( (const char *) VMA(1) ); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand( (const char *) VMA(1) ); return 0; case CG_UPDATESCREEN: // this is used during lengthy level loading, so pump message loop Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN! SCR_UpdateScreen(); return 0; case CG_RMG_INIT: /* if (!com_sv_running->integer) { // don't do this if we are connected locally if (!TheRandomMissionManager) { TheRandomMissionManager = new CRMManager; } TheRandomMissionManager->SetLandScape( cmg.landScapes[args[1]] ); TheRandomMissionManager->LoadMission(qfalse); TheRandomMissionManager->SpawnMission(qfalse); cmg.landScapes[args[1]]->UpdatePatches(); } */ //this is SP.. I guess we're always the client and server.// cl.mRMGChecksum = cm.landScapes[args[1]]->get_rand_seed(); RM_CreateRandomModels(args[1], (const char *)VMA(2)); //cmg.landScapes[args[1]]->rand_seed(cl.mRMGChecksum); // restore it, in case we do a vid restart cmg.landScape->rand_seed(cmg.landScape->get_rand_seed());// TheRandomMissionManager->CreateMap(); return 0; case CG_CM_REGISTER_TERRAIN: return CM_RegisterTerrain((const char *)VMA(1), false)->GetTerrainId(); case CG_RE_INIT_RENDERER_TERRAIN: re.InitRendererTerrain((const char *)VMA(1)); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap( (const char *) VMA(1), args[2] ); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel( args[1] ); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel( (const float *) VMA(1), (const float *) VMA(2) );//, (int) VMA(3) ); case CG_CM_POINTCONTENTS: return CM_PointContents( (float *)VMA(1), args[2] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( (const float *) VMA(1), args[2], (const float *) VMA(3), (const float *) VMA(4) ); case CG_CM_BOXTRACE: CM_BoxTrace( (trace_t *) VMA(1), (const float *) VMA(2), (const float *) VMA(3), (const float *) VMA(4), (const float *) VMA(5), args[6], args[7] );//.........这里部分代码省略.........
开发者ID:Delfin1,项目名称:OpenJK,代码行数:101,
示例17: CL_CgameSystemCalls//.........这里部分代码省略......... case CG_FS_SEEK: return FS_Seek( (fileHandle_t)args[1], args[2], (FS_Origin)args[3] ); case CG_FS_GETFILELIST: return FS_GetFileList( (const char*)VMA(1), (const char*)VMA(2), (char*)VMA(3), args[4] ); case CG_SENDCONSOLECOMMAND: Cbuf_AddText( (const char*)VMA(1) ); return 0; case CG_ADDCOMMAND: Cmd_AddCommand( (const char*)VMA(1), NULL ); return 0; case CG_REMOVECOMMAND: Cmd_RemoveCommandSafe( (const char*)VMA(1) ); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand((const char*)VMA(1), false); return 0; case CG_UPDATESCREEN: // this is used during lengthy level loading, so pump message loop // Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN! // We can't call Com_EventLoop here, a restart will crash and this _does_ happen // if there is a map change while we are downloading at pk3. // ZOID SCR_UpdateScreen(); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap( (const char*)VMA(1) ); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel( args[1] ); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel( (const float*)VMA(1), (const float*)VMA(2), false ); case CG_CM_TEMPCAPSULEMODEL: return CM_TempBoxModel( (const float*)VMA(1), (const float*)VMA(2), true ); case CG_CM_POINTCONTENTS: return CM_PointContents( (const float*)VMA(1), args[2] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( (const float*)VMA(1), (clipHandle_t)args[2], (const float*)VMA(3), (const float*)VMA(4) ); case CG_CM_BOXTRACE: CM_BoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], TT_AABB ); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], TT_CAPSULE ); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], (const float*)VMA(8), (const float*)VMA(9), TT_AABB ); return 0; case CG_CM_TRANSFORMEDCAPSULETRACE: CM_TransformedBoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], (const float*)VMA(8), (const float*)VMA(9), TT_CAPSULE ); return 0; case CG_CM_BISPHERETRACE: CM_BiSphereTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), VMF(4), VMF(5), (clipHandle_t)args[6], args[7] ); return 0; case CG_CM_TRANSFORMEDBISPHERETRACE: CM_TransformedBiSphereTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), VMF(4), VMF(5), (clipHandle_t)args[6], args[7], (const float*)VMA(8) ); return 0;
开发者ID:wtfbbqhax,项目名称:tremulous,代码行数:67,
注:本文中的CM_TempBoxModel函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 C++ CM_TransformedBoxTrace函数代码示例 C++ CM_PointContents函数代码示例 |