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model.hpp File Reference
#include "inexor/physics/bih.hpp"
#include "inexor/shared/ents.hpp"
#include "inexor/shared/geom.hpp"
#include "inexor/texture/texture.hpp"
#include "inexor/engine/shader.hpp"

Go to the source code of this file.

Classes

struct  modelattach
 
struct  model
 

Enumerations

enum  {
  MDL_MD2 = 0, MDL_MD3, MDL_MD5, MDL_OBJ,
  MDL_SMD, MDL_IQM, NUMMODELTYPES
}
 
enum  {
  MDL_CULL_VFC = 1<<0, MDL_CULL_DIST = 1<<1, MDL_CULL_OCCLUDED = 1<<2, MDL_CULL_QUERY = 1<<3,
  MDL_SHADOW = 1<<4, MDL_DYNSHADOW = 1<<5, MDL_LIGHT = 1<<6, MDL_DYNLIGHT = 1<<7,
  MDL_FULLBRIGHT = 1<<8, MDL_NORENDER = 1<<9, MDL_LIGHT_FAST = 1<<10, MDL_HUD = 1<<11,
  MDL_GHOST = 1<<12
}
 

Functions

void startmodelbatches ()
 
void endmodelbatches ()
 
void rendermodel (entitylight *light, const char *mdl, int anim, const vec &o, float yaw=0, float pitch=0, int cull=MDL_CULL_VFC|MDL_CULL_DIST|MDL_CULL_OCCLUDED|MDL_LIGHT, dynent *d=nullptr, modelattach *a=nullptr, int basetime=0, int basetime2=0, float trans=1)
 
void abovemodel (vec &o, const char *mdl)
 
void rendershadow (dynent *d)
 
void renderclient (dynent *d, const char *mdlname, modelattach *attachments, int hold, int attack, int attackdelay, int lastaction, int lastpain, float fade=1, bool ragdoll=false)
 
void interpolateorientation (dynent *d, float &interpyaw, float &interppitch)
 
void setbbfrommodel (dynent *d, const char *mdl)
 
const char * mapmodelname (int i)
 
modelloadmodel (const char *name, int i=-1, bool msg=false)
 
void preloadmodel (const char *name)
 
void flushpreloadedmodels (bool msg=true)
 

Enumeration Type Documentation

anonymous enum
Enumerator
MDL_MD2 
MDL_MD3 
MDL_MD5 
MDL_OBJ 
MDL_SMD 
MDL_IQM 
NUMMODELTYPES 
anonymous enum
Enumerator
MDL_CULL_VFC 
MDL_CULL_DIST 
MDL_CULL_OCCLUDED 
MDL_CULL_QUERY 
MDL_SHADOW 
MDL_DYNSHADOW 
MDL_LIGHT 
MDL_DYNLIGHT 
MDL_FULLBRIGHT 
MDL_NORENDER 
MDL_LIGHT_FAST 
MDL_HUD 
MDL_GHOST 

Function Documentation

void abovemodel ( vec o,
const char *  mdl 
)
void endmodelbatches ( )
void flushpreloadedmodels ( bool  msg = true)
void interpolateorientation ( dynent d,
float &  interpyaw,
float &  interppitch 
)
model* loadmodel ( const char *  name,
int  i = -1,
bool  msg = false 
)
const char* mapmodelname ( int  i)
void preloadmodel ( const char *  name)
void renderclient ( dynent d,
const char *  mdlname,
modelattach attachments,
int  hold,
int  attack,
int  attackdelay,
int  lastaction,
int  lastpain,
float  fade = 1,
bool  ragdoll = false 
)
void rendermodel ( entitylight light,
const char *  mdl,
int  anim,
const vec o,
float  yaw = 0,
float  pitch = 0,
int  cull = MDL_CULL_VFC|MDL_CULL_DIST|MDL_CULL_OCCLUDED|MDL_LIGHT,
dynent d = nullptr,
modelattach a = nullptr,
int  basetime = 0,
int  basetime2 = 0,
float  trans = 1 
)

References physent::aboveeye, vector< T, MINSIZE >::add(), vec::add(), addbatchedmodel(), batchedmodel::anim, ANIM_FULLBRIGHT, ANIM_GHOST, ANIM_NORENDER, ANIM_NOSKIN, batchedmodel::attached, batchedmodel::basetime, batchedmodel::basetime2, modelbatch::batched, BLOB_DYNAMIC, BLOB_STATIC, model::boundbox(), ragdolldata::center, model::collisionbox(), entitylight::color, batchedmodel::color, cullmodel(), batchedmodel::d, hmap::d, entitylight::dir, batchedmodel::dir, disablecullmodelquery(), dynlightreaching(), editmode, enablecullmodelquery(), endquery, model::endrender(), ENT_CAMERA, physent::eyeheight, batchedmodel::flags, modelbatch::flags, flushblobs(), glaring, GLOBALPARAMF, lastmillis, vector< T, MINSIZE >::length(), dynent::light, game::lighteffects(), lightreaching(), loadmodel(), modelattach::m, vec::magnitude(), inexor::rpc::max(), MDL_CULL_DIST, MDL_CULL_OCCLUDED, MDL_CULL_QUERY, MDL_CULL_VFC, MDL_DYNLIGHT, MDL_DYNSHADOW, MDL_FULLBRIGHT, MDL_GHOST, MDL_HUD, MDL_LIGHT, MDL_LIGHT_FAST, MDL_NORENDER, MDL_SHADOW, entitylight::millis, modelquery, newquery(), notextureshader, physent::o, OCCLUDE_NOTHING, dynent::occluded, oqfrags, batchedmodel::pitch, batchedmodel::pos, dynent::query, batchedmodel::query, RAD, physent::radius, ragdolldata::radius, dynent::ragdoll, reflecting, reflectz, refracting, model::render(), render3dbox(), renderblob(), rendercullmodelquery(), renderellipse(), vec::rotate_around_z(), rotatebb(), Shader::set(), shadowmap, shadowmapping, showblobs, startquery, model::startrender(), modelattach::tag, batchedmodel::transparent, physent::type, physent::xradius, physent::yaw, batchedmodel::yaw, and physent::yradius.

Referenced by game::drawhudmodel(), gui::modelpreview(), game::renderbouncers(), renderclient(), entities::renderentities(), game::captureclientmode::rendergame(), game::collectclientmode::rendergame(), game::ctfclientmode::rendergame(), rendermapmodel(), game::rendermovables(), game::renderplayer(), game::bombclientmode::renderplayersposindicator(), and game::renderprojectiles().

void rendershadow ( dynent d)
void setbbfrommodel ( dynent d,
const char *  mdl 
)
void startmodelbatches ( )