Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef VIRTUALMESH_H
#define VIRTUALMESH_H
#ifdef _WIN32
#pragma once
#endif
// NOTE: These are fixed length to make it easy to fill these out without memory allocation or storage
const int MAX_VIRTUAL_TRIANGLES = 1024;
struct virtualmeshlist_t
{
Vector *pVerts;
int indexCount;
int triangleCount;
int vertexCount;
int surfacePropsIndex;
byte *pHull;
unsigned short indices[MAX_VIRTUAL_TRIANGLES*3];
};
struct virtualmeshtrianglelist_t
{
int triangleCount;
unsigned short triangleIndices[MAX_VIRTUAL_TRIANGLES*3];
};
class IVirtualMeshEvent
{
public:
virtual void GetVirtualMesh( void *userData, virtualmeshlist_t *pList ) = 0;
virtual void GetWorldspaceBounds( void *userData, Vector *pMins, Vector *pMaxs ) = 0;
virtual void GetTrianglesInSphere( void *userData, const Vector &center, float radius, virtualmeshtrianglelist_t *pList ) = 0;
};
struct virtualmeshparams_t
{
IVirtualMeshEvent *pMeshEventHandler;
void *userData;
bool buildOuterHull;
};
#endif // VIRTUALMESH_H