//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef PORTAL_UTIL_SHARED_H #define PORTAL_UTIL_SHARED_H #ifdef _WIN32 #pragma once #endif #include "engine/IEngineTrace.h" extern bool g_bBulletPortalTrace; #ifdef CLIENT_DLL #include "client_class.h" #include "interpolatedvar.h" class C_Prop_Portal; typedef C_Prop_Portal CProp_Portal; class C_Beam; typedef C_Beam CBeam; #else class CProp_Portal; class CBeam; #endif Color UTIL_Portal_Color( int iPortal ); void UTIL_Portal_Trace_Filter( class CTraceFilterSimpleClassnameList *traceFilterPortalShot ); CProp_Portal* UTIL_Portal_FirstAlongRay( const Ray_t &ray, float &fMustBeCloserThan ); bool UTIL_Portal_TraceRay_Bullets( const CProp_Portal *pPortal, const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace, bool bTraceHolyWall = true ); CProp_Portal* UTIL_Portal_TraceRay_Beam( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, float *pfFraction ); bool UTIL_Portal_Trace_Beam( const CBeam *pBeam, Vector &vecStart, Vector &vecEnd, Vector &vecIntersectionStart, Vector &vecIntersectionEnd, ITraceFilter *pTraceFilter ); void UTIL_Portal_TraceRay_With( const CProp_Portal *pPortal, const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace, bool bTraceHolyWall = true ); CProp_Portal* UTIL_Portal_TraceRay( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace, bool bTraceHolyWall = true ); //traces a ray normally, then sees if portals have anything to say about it CProp_Portal* UTIL_Portal_TraceRay( const Ray_t &ray, unsigned int fMask, const IHandleEntity *ignore, int collisionGroup, trace_t *pTrace, bool bTraceHolyWall = true ); void UTIL_Portal_TraceRay( const CProp_Portal *pPortal, const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace, bool bTraceHolyWall = true ); //traces against a specific portal's environment, does no *real* tracing void UTIL_Portal_TraceRay( const CProp_Portal *pPortal, const Ray_t &ray, unsigned int fMask, const IHandleEntity *ignore, int collisionGroup, trace_t *pTrace, bool bTraceHolyWall = true ); void UTIL_PortalLinked_TraceRay( const CProp_Portal *pPortal, const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace, bool bTraceHolyWall = true ); //traces against a specific portal's environment, does no *real* tracing void UTIL_PortalLinked_TraceRay( const CProp_Portal *pPortal, const Ray_t &ray, unsigned int fMask, const IHandleEntity *ignore, int collisionGroup, trace_t *pTrace, bool bTraceHolyWall = true ); // tests if a ray's trace hits any portals bool UTIL_DidTraceTouchPortals ( const Ray_t& ray, const trace_t& trace, CProp_Portal** pOutLocal = NULL, CProp_Portal** pOutRemote = NULL ); // Version of the TraceEntity functions which trace through portals void UTIL_Portal_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd, unsigned int mask, ITraceFilter *pFilter, trace_t *ptr ); void UTIL_Portal_PointTransform( const VMatrix matThisToLinked, const Vector &ptSource, Vector &ptTransformed ); void UTIL_Portal_VectorTransform( const VMatrix matThisToLinked, const Vector &vSource, Vector &vTransformed ); void UTIL_Portal_AngleTransform( const VMatrix matThisToLinked, const QAngle &qSource, QAngle &qTransformed ); void UTIL_Portal_RayTransform( const VMatrix matThisToLinked, const Ray_t &raySource, Ray_t &rayTransformed ); void UTIL_Portal_PlaneTransform( const VMatrix matThisToLinked, const cplane_t &planeSource, cplane_t &planeTransformed ); void UTIL_Portal_PlaneTransform( const VMatrix matThisToLinked, const VPlane &planeSource, VPlane &planeTransformed ); void UTIL_Portal_Triangles( const Vector &ptPortalCenter, const QAngle &qPortalAngles, Vector pvTri1[ 3 ], Vector pvTri2[ 3 ] ); void UTIL_Portal_Triangles( const CProp_Portal *pPortal, Vector pvTri1[ 3 ], Vector pvTri2[ 3 ] ); void UTIL_Portal_AABB( const CProp_Portal *pPortal, Vector &vMin, Vector &vMax ); float UTIL_Portal_DistanceThroughPortal( const CProp_Portal *pPortal, const Vector &vPoint1, const Vector &vPoint2 ); float UTIL_Portal_DistanceThroughPortalSqr( const CProp_Portal *pPortal, const Vector &vPoint1, const Vector &vPoint2 ); float UTIL_Portal_ShortestDistance( const Vector &vPoint1, const Vector &vPoint2, CProp_Portal **pShortestDistPortal_Out = NULL, bool bRequireStraightLine = false ); float UTIL_Portal_ShortestDistanceSqr( const Vector &vPoint1, const Vector &vPoint2, CProp_Portal **pShortestDistPortal_Out = NULL, bool bRequireStraightLine = false ); //----------------------------------------------------------------------------- // // UTIL_IntersectRayWithPortal // // Intersects a ray with a portal, returns distance t along ray. // t will be less than zero if no intersection occurred // //----------------------------------------------------------------------------- float UTIL_IntersectRayWithPortal( const Ray_t &ray, const CProp_Portal *pPortal ); bool UTIL_IntersectRayWithPortalOBB( const CProp_Portal *pPortal, const Ray_t &ray, trace_t *pTrace ); bool UTIL_IntersectRayWithPortalOBBAsAABB( const CProp_Portal *pPortal, const Ray_t &ray, trace_t *pTrace ); bool UTIL_IsBoxIntersectingPortal( const Vector &vecBoxCenter, const Vector &vecBoxExtents, const Vector &ptPortalCenter, const QAngle &qPortalAngles, float flTolerance = 0.0f ); bool UTIL_IsBoxIntersectingPortal( const Vector &vecBoxCenter, const Vector &vecBoxExtents, const CProp_Portal *pPortal, float flTolerance = 0.0f ); CProp_Portal *UTIL_IntersectEntityExtentsWithPortal( const CBaseEntity *pEntity ); void UTIL_Portal_NDebugOverlay( const Vector &ptPortalCenter, const QAngle &qPortalAngles, int r, int g, int b, int a, bool noDepthTest, float duration ); void UTIL_Portal_NDebugOverlay( const CProp_Portal *pPortal, int r, int g, int b, int a, bool noDepthTest, float duration ); bool FindClosestPassableSpace( CBaseEntity *pEntity, const Vector &vIndecisivePush, unsigned int fMask = MASK_SOLID ); //assumes the object is already in a mostly passable space #ifdef CLIENT_DLL void UTIL_TransformInterpolatedAngle( CInterpolatedVar< QAngle > &qInterped, matrix3x4_t matTransform, bool bSkipNewest ); void UTIL_TransformInterpolatedPosition( CInterpolatedVar< Vector > &vInterped, VMatrix matTransform, bool bSkipNewest ); #endif bool UTIL_Portal_EntityIsInPortalHole( const CProp_Portal *pPortal, CBaseEntity *pEntity ); #endif //#ifndef PORTAL_UTIL_SHARED_H