Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
// $NoKeywords: $
//=============================================================================//
#ifndef CMODEL_ENGINE_H
#define CMODEL_ENGINE_H
#ifdef _WIN32
#pragma once
#endif
#include "cmodel.h"
#include "cmodel_private.h"
#include "mathlib/vplane.h"
#include "bspfile.h"
class ICollideable;
cmodel_t *CM_LoadMap( const char *name, bool allowReusePrevious, unsigned *checksum );
void CM_FreeMap( void );
cmodel_t *CM_InlineModel( const char *name ); // *1, *2, etc
cmodel_t *CM_InlineModelNumber( int index ); // 1, 2, etc
int CM_InlineModelContents( int index ); // 1, 2, etc
int CM_NumClusters( void );
char *CM_EntityString( void );
void CM_DiscardEntityString( void );
// returns an ORed contents mask
int CM_PointContents( const Vector &p, int headnode );
int CM_TransformedPointContents( const Vector& p, int headnode, const Vector& origin, const QAngle& angles );
// sets the default values in a trace
void CM_ClearTrace( trace_t *trace );
const byte *CM_ClusterPVS( int cluster );
int CM_ClusterPVSSize();
const byte *CM_Vis( byte *dest, int destlen, int cluster, int visType );
int CM_PointLeafnum( const Vector& p );
void CM_SnapPointToReferenceLeaf(const Vector &referenceLeafPoint, float tolerance, Vector *pSnapPoint);
// call with topnode set to the headnode, returns with topnode
// set to the first node that splits the box
int CM_BoxLeafnums( const Vector& mins, const Vector& maxs, int *list,
int listsize, int *topnode );
//int CM_TransformedBoxContents( const Vector& pos, const Vector& mins, const Vector& maxs, int headnode, const Vector& origin, const QAngle& angles );
// Versions that accept rays...
void CM_TransformedBoxTrace (const Ray_t& ray, int headnode, int brushmask, const Vector& origin, QAngle const& angles, trace_t& tr );
void CM_BoxTrace (const Ray_t& ray, int headnode, int brushmask, bool computeEndpt, trace_t& tr );
void CM_BoxTraceAgainstLeafList( const Ray_t &ray, int *pLeafList, int nLeafCount, int nBrushMask, bool bComputeEndpoint, trace_t &trace );
void CM_RayLeafnums( const Ray_t &ray, int *pLeafList, int nMaxLeafCount, int &nLeafCount );
int CM_LeafContents( int leafnum );
int CM_LeafCluster( int leafnum );
int CM_LeafArea( int leafnum );
int CM_LeafFlags( int leafnum );
void CM_SetAreaPortalState( int portalnum, int isOpen );
void CM_SetAreaPortalStates( const int *portalnums, const int *isOpen, int nPortals );
bool CM_AreasConnected( int area1, int area2 );
int CM_WriteAreaBits( byte *buffer, int buflen, int area );
// Given a view origin (which tells us the area to start looking in) and a portal key,
// fill in the plane that leads out of this area (it points into whatever area it leads to).
bool CM_GetAreaPortalPlane( const Vector &vViewOrigin, int portalKey, VPlane *pPlane );
bool CM_HeadnodeVisible( int headnode, const byte *visbits, int vissize );
// Test to see if the given box is in the given PVS/PAS
int CM_BoxVisible( const Vector& mins, const Vector& maxs, const byte *visbits, int vissize );
typedef struct cmodel_collision_s cmodel_collision_t;
vcollide_t *CM_GetVCollide( int modelIndex );
vcollide_t* CM_VCollideForModel( int modelindex, const model_t* pModel );
// gets a virtual physcollide for a displacement
CPhysCollide *CM_PhysCollideForDisp( int index );
int CM_SurfacepropsForDisp( int index );
void CM_CreateDispPhysCollide( dphysdisp_t *pDispLump, int dispLumpSize );
void CM_DestroyDispPhysCollide();
void CM_WorldSpaceCenter( ICollideable *pCollideable, Vector *pCenter );
void CM_WorldSpaceBounds( ICollideable *pCollideable, Vector *pMins, Vector *pMaxs );
void CM_WorldAlignBounds( ICollideable *pCollideable, Vector *pMins, Vector *pMaxs );
void CM_SetupAreaFloodNums( byte areaFloodNums[MAX_MAP_AREAS], int *pNumAreas );
//-----------------------------------------------------------------------------
// This can be used as a replacement for CM_PointLeafnum if the successive
// origins will be close to each other.
//
// It caches the distance to the closest plane leading
// out of whatever leaf it was in last time you asked for the leaf index, and
// if it's within that distance the next time you ask for it, it'll
//-----------------------------------------------------------------------------
class CFastPointLeafNum
{
public:
CFastPointLeafNum();
int GetLeaf( const Vector &vPos );
private:
int m_iCachedLeaf;
Vector m_vCachedPos;
float m_flDistToExitLeafSqr;
};
#endif // CMODEL_ENGINE_H