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