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104 lines
2.9 KiB
C++
104 lines
2.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "prop_portal_shared.h"
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#include "portal_collideable_enumerator.h"
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#define PORTAL_TELEPORTATION_PLANE_OFFSET 7.0f
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CPortalCollideableEnumerator::CPortalCollideableEnumerator( const CProp_Portal *pAssociatedPortal )
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{
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Assert( pAssociatedPortal );
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m_hTestPortal = pAssociatedPortal;
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pAssociatedPortal->GetVectors( &m_vPlaneNormal, NULL, NULL );
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m_ptForward1000 = pAssociatedPortal->GetAbsOrigin();
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m_ptForward1000 += m_vPlaneNormal * PORTAL_TELEPORTATION_PLANE_OFFSET;
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m_fPlaneDist = m_vPlaneNormal.Dot( m_ptForward1000 );
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m_ptForward1000 += m_vPlaneNormal * 1000.0f;
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m_iHandleCount = 0;
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}
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IterationRetval_t CPortalCollideableEnumerator::EnumElement( IHandleEntity *pHandleEntity )
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{
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EHANDLE hEnt = pHandleEntity->GetRefEHandle();
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CBaseEntity *pEnt = hEnt.Get();
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if( pEnt == NULL ) //I really never thought this would be necessary
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return ITERATION_CONTINUE;
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if( hEnt == m_hTestPortal )
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return ITERATION_CONTINUE; //ignore this portal
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/*if( staticpropmgr->IsStaticProp( pHandleEntity ) )
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{
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//we're dealing with a static prop, which unfortunately doesn't have everything I want to use for checking
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ICollideable *pCollideable = pEnt->GetCollideable();
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Vector vMins, vMaxs;
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pCollideable->WorldSpaceSurroundingBounds( &vMins, &vMaxs );
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Vector ptTest( (m_vPlaneNormal.x > 0.0f)?(vMaxs.x):(vMins.x),
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(m_vPlaneNormal.y > 0.0f)?(vMaxs.y):(vMins.y),
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(m_vPlaneNormal.z > 0.0f)?(vMaxs.z):(vMins.z) );
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float fPtPlaneDist = m_vPlaneNormal.Dot( ptTest ) - m_fPlaneDist;
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if( fPtPlaneDist <= 0.0f )
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return ITERATION_CONTINUE;
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}
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else*/
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{
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//not a static prop, w00t
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CCollisionProperty *pEntityCollision = pEnt->CollisionProp();
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if( !pEntityCollision->IsSolid() )
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return ITERATION_CONTINUE; //not solid
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Vector ptEntCenter = pEntityCollision->WorldSpaceCenter();
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float fBoundRadius = pEntityCollision->BoundingRadius();
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float fPtPlaneDist = m_vPlaneNormal.Dot( ptEntCenter ) - m_fPlaneDist;
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if( fPtPlaneDist < -fBoundRadius )
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return ITERATION_CONTINUE; //object wholly behind the portal
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if( !(fPtPlaneDist > fBoundRadius) && (fPtPlaneDist > -fBoundRadius) ) //object is not wholly in front of the portal, but could be partially in front, do more checks
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{
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Vector ptNearest;
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pEntityCollision->CalcNearestPoint( m_ptForward1000, &ptNearest );
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fPtPlaneDist = m_vPlaneNormal.Dot( ptNearest ) - m_fPlaneDist;
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if( fPtPlaneDist < 0.0f )
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return ITERATION_CONTINUE; //closest point was behind the portal plane, we don't want it
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}
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}
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//if we're down here, this entity needs to be added to our enumeration
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Assert( m_iHandleCount < 1024 );
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if( m_iHandleCount < 1024 )
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m_pHandles[m_iHandleCount] = pHandleEntity;
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++m_iHandleCount;
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return ITERATION_CONTINUE;
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}
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