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119 lines
4.5 KiB
C++
119 lines
4.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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// $NoKeywords: $
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//=============================================================================//
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#ifndef CMODEL_ENGINE_H
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#define CMODEL_ENGINE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cmodel.h"
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#include "cmodel_private.h"
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#include "mathlib/vplane.h"
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#include "bspfile.h"
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class ICollideable;
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cmodel_t *CM_LoadMap( const char *name, bool allowReusePrevious, unsigned *checksum );
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void CM_FreeMap( void );
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cmodel_t *CM_InlineModel( const char *name ); // *1, *2, etc
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cmodel_t *CM_InlineModelNumber( int index ); // 1, 2, etc
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int CM_InlineModelContents( int index ); // 1, 2, etc
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int CM_NumClusters( void );
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char *CM_EntityString( void );
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void CM_DiscardEntityString( void );
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// returns an ORed contents mask
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int CM_PointContents( const Vector &p, int headnode );
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int CM_TransformedPointContents( const Vector& p, int headnode, const Vector& origin, const QAngle& angles );
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// sets the default values in a trace
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void CM_ClearTrace( trace_t *trace );
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const byte *CM_ClusterPVS( int cluster );
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int CM_ClusterPVSSize();
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const byte *CM_Vis( byte *dest, int destlen, int cluster, int visType );
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int CM_PointLeafnum( const Vector& p );
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void CM_SnapPointToReferenceLeaf(const Vector &referenceLeafPoint, float tolerance, Vector *pSnapPoint);
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// call with topnode set to the headnode, returns with topnode
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// set to the first node that splits the box
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int CM_BoxLeafnums( const Vector& mins, const Vector& maxs, int *list,
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int listsize, int *topnode );
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//int CM_TransformedBoxContents( const Vector& pos, const Vector& mins, const Vector& maxs, int headnode, const Vector& origin, const QAngle& angles );
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// Versions that accept rays...
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void CM_TransformedBoxTrace (const Ray_t& ray, int headnode, int brushmask, const Vector& origin, QAngle const& angles, trace_t& tr );
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void CM_BoxTrace (const Ray_t& ray, int headnode, int brushmask, bool computeEndpt, trace_t& tr );
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void CM_BoxTraceAgainstLeafList( const Ray_t &ray, int *pLeafList, int nLeafCount, int nBrushMask, bool bComputeEndpoint, trace_t &trace );
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void CM_RayLeafnums( const Ray_t &ray, int *pLeafList, int nMaxLeafCount, int &nLeafCount );
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int CM_LeafContents( int leafnum );
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int CM_LeafCluster( int leafnum );
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int CM_LeafArea( int leafnum );
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int CM_LeafFlags( int leafnum );
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void CM_SetAreaPortalState( int portalnum, int isOpen );
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void CM_SetAreaPortalStates( const int *portalnums, const int *isOpen, int nPortals );
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bool CM_AreasConnected( int area1, int area2 );
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int CM_WriteAreaBits( byte *buffer, int buflen, int area );
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// Given a view origin (which tells us the area to start looking in) and a portal key,
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// fill in the plane that leads out of this area (it points into whatever area it leads to).
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bool CM_GetAreaPortalPlane( const Vector &vViewOrigin, int portalKey, VPlane *pPlane );
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bool CM_HeadnodeVisible( int headnode, const byte *visbits, int vissize );
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// Test to see if the given box is in the given PVS/PAS
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int CM_BoxVisible( const Vector& mins, const Vector& maxs, const byte *visbits, int vissize );
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typedef struct cmodel_collision_s cmodel_collision_t;
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vcollide_t *CM_GetVCollide( int modelIndex );
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vcollide_t* CM_VCollideForModel( int modelindex, const model_t* pModel );
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// gets a virtual physcollide for a displacement
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CPhysCollide *CM_PhysCollideForDisp( int index );
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int CM_SurfacepropsForDisp( int index );
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void CM_CreateDispPhysCollide( dphysdisp_t *pDispLump, int dispLumpSize );
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void CM_DestroyDispPhysCollide();
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void CM_WorldSpaceCenter( ICollideable *pCollideable, Vector *pCenter );
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void CM_WorldSpaceBounds( ICollideable *pCollideable, Vector *pMins, Vector *pMaxs );
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void CM_WorldAlignBounds( ICollideable *pCollideable, Vector *pMins, Vector *pMaxs );
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void CM_SetupAreaFloodNums( byte areaFloodNums[MAX_MAP_AREAS], int *pNumAreas );
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//-----------------------------------------------------------------------------
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// This can be used as a replacement for CM_PointLeafnum if the successive
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// origins will be close to each other.
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//
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// It caches the distance to the closest plane leading
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// out of whatever leaf it was in last time you asked for the leaf index, and
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// if it's within that distance the next time you ask for it, it'll
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//-----------------------------------------------------------------------------
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class CFastPointLeafNum
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{
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public:
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CFastPointLeafNum();
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int GetLeaf( const Vector &vPos );
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private:
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int m_iCachedLeaf;
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Vector m_vCachedPos;
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float m_flDistToExitLeafSqr;
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};
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#endif // CMODEL_ENGINE_H
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