Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2009, Valve Corporation, All rights reserved. ============//
//
// Purpose: radius occlusion for Fog of War
//
// $NoKeywords: $
//=====================================================================================//
#ifndef FOW_RADIUSOCCLUDER_H
#define FOW_RADIUSOCCLUDER_H
#if defined( COMPILER_MSVC )
#pragma once
#endif
#include "mathlib/vector.h"
class CFoW;
class CFoW_Viewer;
class CFoW_RadiusOccluder
{
public:
// constructor to init this occluder with the id
CFoW_RadiusOccluder( int nID );
// update the radius of this occluder
void UpdateSize( float flRadius );
// update the location of this occluder
void UpdateLocation( Vector &vLocation );
// update the height group of this occluder
void UpdateHeightGroup( uint8 nHeightGroup );
// get the radius of this occluder
inline float GetSize( void ) { return m_flRadius; }
// get the location of this occluder
inline Vector &GetLocation( void ) { return m_vLocation; }
//
inline uint8 GetHeightGroup( void ) { return m_nHeightGroup; }
//
inline bool IsEnabled( ) { return m_bEnabled; }
//
inline void SetEnable( bool bEnable ) { m_bEnabled = bEnable; }
// is the occluder within range of the viewer?
bool IsInRange( CFoW_Viewer *pViewer );
// obstruct the viewer by updating the local viewer grid
void ObstructViewerGrid( CFoW *pFoW, CFoW_Viewer *pViewer );
// obstruct the viewer by updating the depth circle
void ObstructViewerRadius( CFoW *pFoW, CFoW_Viewer *pViewer );
//
void DrawDebugInfo( Vector &vLocation, float flViewRadius, unsigned nFlags );
private:
int m_nID; // the id of this occluder
float m_flRadius; // the radius of this occluder
Vector m_vLocation; // the location of this occluder
bool m_bEnabled;
uint8 m_nHeightGroup; // the height group this occluder belongs to
};
#endif // FOW_RADIUSOCCLUDER_H