Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Revision: $
// $NoKeywords: $
//
// The BSP tree leaf data system
//
//=============================================================================//
#include "tier0/platform.h"
#if !defined( BSPTREEDATA )
#define BSPTREEDATA
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class Vector;
struct Ray_t;
//-----------------------------------------------------------------------------
// Handle to an renderable in the client leaf system
//-----------------------------------------------------------------------------
typedef unsigned short BSPTreeDataHandle_t;
enum
{
TREEDATA_INVALID_HANDLE = (BSPTreeDataHandle_t)~0
};
//-----------------------------------------------------------------------------
// Interface needed by tree data to do its job
//
// Note that anything that has convex spatial regions with leaves identified
// by indices can implement the ISpatialQuery. All you have to do is to implement
// a class that can answer the 5 questions in the Query interface about the
// spatial subdivision. For example, a K-D tree or a BSP tree could implement
// this interface
//
//-----------------------------------------------------------------------------
abstract_class ISpatialLeafEnumerator
{
public:
// call back with a leaf and a context
// The context is completely user defined; it's passed into the enumeration
// function of ISpatialQuery.
// This gets called by the enumeration methods with each leaf
// that passes the test; return true to continue enumerating,
// false to stop
virtual bool EnumerateLeaf( int leaf, intp context ) = 0;
};
abstract_class ISpatialQuery
{
public:
// Returns the number of leaves
virtual int LeafCount() const = 0;
// Enumerates the leaves along a ray, box, etc.
virtual bool EnumerateLeavesAtPoint( const Vector& pt, ISpatialLeafEnumerator* pEnum, intp context ) = 0;
virtual bool EnumerateLeavesInBox( const Vector& mins, const Vector& maxs, ISpatialLeafEnumerator* pEnum, intp context ) = 0;
virtual bool EnumerateLeavesInSphere( const Vector& center, float radius, ISpatialLeafEnumerator* pEnum, intp context ) = 0;
virtual bool EnumerateLeavesAlongRay( Ray_t const& ray, ISpatialLeafEnumerator* pEnum, intp context ) = 0;
virtual bool EnumerateLeavesInSphereWithFlagSet( const Vector& center, float radius, ISpatialLeafEnumerator* pEnum, intp context, int nFlagsCheck ) = 0;
virtual int ListLeavesInBox( const Vector& mins, const Vector& maxs, unsigned short *pList, int listMax ) = 0;
// Used to determine which leaves passed in (specified by leafcount, pLeafs, and nLeafStride )
// are within radius flRadius of vecCenter and have the flag set.
// The result is placed in the pLeafsInSphere array, which specifies _indices_ into the original pLeafs array
// The number of leaves found within the sphere is the return value.
// The caller is expected to have allocated at least nLeafCount pLeafsInSphere to place the results into
virtual int ListLeavesInSphereWithFlagSet( int *pLeafsInSphere, const Vector& vecCenter, float flRadius, int nLeafCount, const uint16 *pLeafs, int nLeafStride = sizeof(uint16), int nFlagsCheck = 0xFFFFFFFF ) = 0;
};
//-----------------------------------------------------------------------------
// Data associated with leaves.
//
// This is a parasitic class that attaches data to the leaves specified by the
// ISpatialQuery sent in to the initialization function. It can't exist without
// a spatial partition of some sort to hold onto.
//-----------------------------------------------------------------------------
abstract_class IBSPTreeDataEnumerator
{
public:
// call back with a userId and a context
virtual bool FASTCALL EnumerateElement( int userId, intp context ) = 0;
};
abstract_class IBSPTreeData
{
public:
// Add a virtual destructor so that the derived class destructors will
// be called.
virtual ~IBSPTreeData() {}
// Initializes, shuts down
virtual void Init( ISpatialQuery* pBSPTree ) = 0;
virtual void Shutdown() = 0;
// Adds and removes data from the leaf lists
virtual BSPTreeDataHandle_t Insert( int userId, const Vector& mins, const Vector& maxs ) = 0;
virtual void Remove( BSPTreeDataHandle_t handle ) = 0;
// Call this when a element moves
virtual void ElementMoved( BSPTreeDataHandle_t handle, const Vector& mins, const Vector& maxs ) = 0;
// Enumerate elements in a particular leaf
virtual bool EnumerateElementsInLeaf( int leaf, IBSPTreeDataEnumerator* pEnum, intp context ) = 0;
// Is the element in any leaves at all?
virtual bool IsElementInTree( BSPTreeDataHandle_t handle ) const = 0;
// NOTE: These methods call through to the functions in the attached
// ISpatialQuery
// For convenience, enumerates the leaves along a ray, box, etc.
virtual bool EnumerateLeavesAtPoint( const Vector& pt, ISpatialLeafEnumerator* pEnum, intp context ) = 0;
virtual bool EnumerateLeavesInBox( const Vector& mins, const Vector& maxs, ISpatialLeafEnumerator* pEnum, intp context ) = 0;
virtual bool EnumerateLeavesInSphere( const Vector& center, float radius, ISpatialLeafEnumerator* pEnum, intp context ) = 0;
virtual bool EnumerateLeavesAlongRay( Ray_t const& ray, ISpatialLeafEnumerator* pEnum, intp context ) = 0;
};
//-----------------------------------------------------------------------------
// Class factory
//-----------------------------------------------------------------------------
IBSPTreeData* CreateBSPTreeData();
void DestroyBSPTreeData( IBSPTreeData* pTreeData );
#endif // BSPTREEDATA