//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Revision: $ // $NoKeywords: $ //=============================================================================// #ifndef ISPATIALPARTITIONINTERNAL_H #define ISPATIALPARTITIONINTERNAL_H #include "ispatialpartition.h" //----------------------------------------------------------------------------- // These methods of the spatial partition manager are only used in the engine //----------------------------------------------------------------------------- abstract_class ISpatialPartitionInternal : public ISpatialPartition { public: // Call this to clear out the spatial partition and to re-initialize // it given a particular world size virtual void Init( const Vector& worldmin, const Vector& worldmax ) = 0; virtual void DrawDebugOverlays() = 0; }; //----------------------------------------------------------------------------- // Method to get at the singleton implementation of the spatial partition mgr //----------------------------------------------------------------------------- ISpatialPartitionInternal* SpatialPartition(); //----------------------------------------------------------------------------- // Create/destroy a custom spatial partition //----------------------------------------------------------------------------- ISpatialPartition *CreateSpatialPartition( const Vector& worldmin, const Vector& worldmax ); void DestroySpatialPartition( ISpatialPartition * ); //----------------------------------------------------------------------------- // Method to get at the singleton implementation of the spatial partition mgr //----------------------------------------------------------------------------- ISpatialPartitionInternal* SpatialPartitionOld(); //----------------------------------------------------------------------------- // Create/destroy a custom spatial partition //----------------------------------------------------------------------------- ISpatialPartition *CreateSpatialPartitionOld( const Vector& worldmin, const Vector& worldmax ); void DestroySpatialPartitionOld( ISpatialPartition * ); #endif // ISPATIALPARTITIONINTERNAL_H