212 lines
8.3 KiB
C++
212 lines
8.3 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ISPATIALPARTITION_H
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#define ISPATIALPARTITION_H
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#include "interface.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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class Vector;
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struct Ray_t;
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class IHandleEntity;
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#define INTERFACEVERSION_SPATIALPARTITION "SpatialPartition001"
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//-----------------------------------------------------------------------------
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// These are the various partition lists. Note some are server only, some
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// are client only
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//-----------------------------------------------------------------------------
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enum
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{
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PARTITION_ENGINE_SOLID_EDICTS = (1 << 0), // every edict_t that isn't SOLID_TRIGGER or SOLID_NOT (and static props)
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PARTITION_ENGINE_TRIGGER_EDICTS = (1 << 1), // every edict_t that IS SOLID_TRIGGER
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PARTITION_CLIENT_SOLID_EDICTS = (1 << 2),
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PARTITION_CLIENT_RESPONSIVE_EDICTS = (1 << 3), // these are client-side only objects that respond to being forces, etc.
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PARTITION_ENGINE_NON_STATIC_EDICTS = (1 << 4), // everything in solid & trigger except the static props, includes SOLID_NOTs
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PARTITION_CLIENT_STATIC_PROPS = (1 << 5),
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PARTITION_ENGINE_STATIC_PROPS = (1 << 6),
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PARTITION_CLIENT_NON_STATIC_EDICTS = (1 << 7), // everything except the static props
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PARTITION_CLIENT_TRIGGER_ENTITIES = (1 << 8), // client side prediction related triggers
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PARTITION_CLIENT_IK_ATTACHMENT = (1 << 9), // Can be used as an IK attachment
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};
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// Use this to look for all client edicts.
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#define PARTITION_ALL_CLIENT_EDICTS ( \
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PARTITION_CLIENT_NON_STATIC_EDICTS | \
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PARTITION_CLIENT_STATIC_PROPS | \
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PARTITION_CLIENT_RESPONSIVE_EDICTS | \
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PARTITION_CLIENT_SOLID_EDICTS | \
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PARTITION_CLIENT_TRIGGER_ENTITIES \
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)
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// These are the only handles in the spatial partition that the game is controlling (everything but static props)
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// These masks are used to handle updating the dirty spatial partition list in each game DLL
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#define PARTITION_CLIENT_GAME_EDICTS (PARTITION_ALL_CLIENT_EDICTS & ~PARTITION_CLIENT_STATIC_PROPS)
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#define PARTITION_SERVER_GAME_EDICTS (PARTITION_ENGINE_SOLID_EDICTS|PARTITION_ENGINE_TRIGGER_EDICTS|PARTITION_ENGINE_NON_STATIC_EDICTS)
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//-----------------------------------------------------------------------------
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// Clients that want to know about all elements within a particular
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// volume must inherit from this
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//-----------------------------------------------------------------------------
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enum IterationRetval_t
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{
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ITERATION_CONTINUE = 0,
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ITERATION_STOP,
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};
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typedef unsigned short SpatialPartitionHandle_t;
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// A combination of the PARTITION_ flags above.
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typedef int SpatialPartitionListMask_t;
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typedef int SpatialTempHandle_t;
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//-----------------------------------------------------------------------------
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// Any search in the CSpatialPartition must use this to filter out entities it doesn't want.
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// You're forced to use listMasks because it can filter by listMasks really fast. Any other
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// filtering can be done by EnumElement.
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//-----------------------------------------------------------------------------
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class IPartitionEnumerator
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{
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public:
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virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Installs a callback to call right before a spatial partition query occurs
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//-----------------------------------------------------------------------------
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class IPartitionQueryCallback
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{
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public:
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virtual void OnPreQuery( SpatialPartitionListMask_t listMask ) = 0;
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virtual void OnPostQuery( SpatialPartitionListMask_t listMask ) = 0;
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};
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//-----------------------------------------------------------------------------
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// This is the spatial partition manager, groups objects into buckets
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//-----------------------------------------------------------------------------
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enum
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{
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PARTITION_INVALID_HANDLE = (SpatialPartitionHandle_t)~0
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};
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abstract_class ISpatialPartition
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{
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public:
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// Create/destroy a handle for this dude in our system. Destroy
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// will also remove it from all lists it happens to be in
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virtual SpatialPartitionHandle_t CreateHandle( IHandleEntity *pHandleEntity ) = 0;
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// A fast method of creating a handle + inserting into the tree in the right place
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virtual SpatialPartitionHandle_t CreateHandle( IHandleEntity *pHandleEntity,
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SpatialPartitionListMask_t listMask, const Vector& mins, const Vector& maxs ) = 0;
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virtual void DestroyHandle( SpatialPartitionHandle_t handle ) = 0;
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// Adds, removes an handle from a particular spatial partition list
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// There can be multiple partition lists; each has a unique id
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virtual void Insert( SpatialPartitionListMask_t listMask,
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SpatialPartitionHandle_t handle ) = 0;
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virtual void Remove( SpatialPartitionListMask_t listMask,
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SpatialPartitionHandle_t handle ) = 0;
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// Same as calling Remove() then Insert(). For performance-sensitive areas where you want to save a call.
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virtual void RemoveAndInsert( SpatialPartitionListMask_t removeMask, SpatialPartitionListMask_t insertMask,
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SpatialPartitionHandle_t handle ) = 0;
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// This will remove a particular handle from all lists
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virtual void Remove( SpatialPartitionHandle_t handle ) = 0;
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// Call this when an entity moves...
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virtual void ElementMoved( SpatialPartitionHandle_t handle,
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const Vector& mins, const Vector& maxs ) = 0;
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// A fast method to insert + remove a handle from the tree...
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// This is used to suppress collision of a single model..
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virtual SpatialTempHandle_t HideElement( SpatialPartitionHandle_t handle ) = 0;
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virtual void UnhideElement( SpatialPartitionHandle_t handle, SpatialTempHandle_t tempHandle ) = 0;
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// Installs callbacks to get called right before a query occurs
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virtual void InstallQueryCallback( IPartitionQueryCallback *pCallback ) = 0;
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virtual void RemoveQueryCallback( IPartitionQueryCallback *pCallback ) = 0;
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// Gets all entities in a particular volume...
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// if coarseTest == true, it'll return all elements that are in
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// spatial partitions that intersect the box
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// if coarseTest == false, it'll return only elements that truly intersect
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virtual void EnumerateElementsInBox(
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SpatialPartitionListMask_t listMask,
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const Vector& mins,
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const Vector& maxs,
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bool coarseTest,
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IPartitionEnumerator* pIterator
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) = 0;
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virtual void EnumerateElementsInSphere(
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SpatialPartitionListMask_t listMask,
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const Vector& origin,
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float radius,
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bool coarseTest,
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IPartitionEnumerator* pIterator
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) = 0;
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virtual void EnumerateElementsAlongRay(
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SpatialPartitionListMask_t listMask,
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const Ray_t& ray,
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bool coarseTest,
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IPartitionEnumerator* pIterator
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) = 0;
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virtual void EnumerateElementsAtPoint(
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SpatialPartitionListMask_t listMask,
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const Vector& pt,
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bool coarseTest,
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IPartitionEnumerator* pIterator
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) = 0;
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// For debugging.... suppress queries on particular lists
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virtual void SuppressLists( SpatialPartitionListMask_t nListMask, bool bSuppress ) = 0;
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virtual SpatialPartitionListMask_t GetSuppressedLists() = 0;
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virtual void RenderAllObjectsInTree( float flTime ) = 0;
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virtual void RenderObjectsInPlayerLeafs( const Vector &vecPlayerMin, const Vector &vecPlayerMax, float flTime ) = 0;
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virtual void RenderLeafsForRayTraceStart( float flTime ) = 0;
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virtual void RenderLeafsForRayTraceEnd( void ) = 0;
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virtual void RenderLeafsForHullTraceStart( float flTime ) = 0;
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virtual void RenderLeafsForHullTraceEnd( void ) = 0;
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virtual void RenderLeafsForBoxStart( float flTime ) = 0;
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virtual void RenderLeafsForBoxEnd( void ) = 0;
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virtual void RenderLeafsForSphereStart( float flTime ) = 0;
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virtual void RenderLeafsForSphereEnd( void ) = 0;
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virtual void RenderObjectsInBox( const Vector &vecMin, const Vector &vecMax, float flTime ) = 0;
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virtual void RenderObjectsInSphere( const Vector &vecCenter, float flRadius, float flTime ) = 0;
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virtual void RenderObjectsAlongRay( const Ray_t& ray, float flTime ) = 0;
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virtual void ReportStats( const char *pFileName ) = 0;
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};
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#endif
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