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