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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /sp/src/public/ispatialpartition.h
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Revision: $
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef ISPATIALPARTITION_H
+#define ISPATIALPARTITION_H
+
+#include "interface.h"
+
+//-----------------------------------------------------------------------------
+// forward declarations
+//-----------------------------------------------------------------------------
+
+class Vector;
+struct Ray_t;
+class IHandleEntity;
+
+
+#define INTERFACEVERSION_SPATIALPARTITION "SpatialPartition001"
+
+//-----------------------------------------------------------------------------
+// These are the various partition lists. Note some are server only, some
+// are client only
+//-----------------------------------------------------------------------------
+
+enum
+{
+ PARTITION_ENGINE_SOLID_EDICTS = (1 << 0), // every edict_t that isn't SOLID_TRIGGER or SOLID_NOT (and static props)
+ PARTITION_ENGINE_TRIGGER_EDICTS = (1 << 1), // every edict_t that IS SOLID_TRIGGER
+ PARTITION_CLIENT_SOLID_EDICTS = (1 << 2),
+ PARTITION_CLIENT_RESPONSIVE_EDICTS = (1 << 3), // these are client-side only objects that respond to being forces, etc.
+ PARTITION_ENGINE_NON_STATIC_EDICTS = (1 << 4), // everything in solid & trigger except the static props, includes SOLID_NOTs
+ PARTITION_CLIENT_STATIC_PROPS = (1 << 5),
+ PARTITION_ENGINE_STATIC_PROPS = (1 << 6),
+ PARTITION_CLIENT_NON_STATIC_EDICTS = (1 << 7), // everything except the static props
+};
+
+// Use this to look for all client edicts.
+#define PARTITION_ALL_CLIENT_EDICTS ( \
+ PARTITION_CLIENT_NON_STATIC_EDICTS | \
+ PARTITION_CLIENT_STATIC_PROPS | \
+ PARTITION_CLIENT_RESPONSIVE_EDICTS | \
+ PARTITION_CLIENT_SOLID_EDICTS \
+ )
+
+
+// These are the only handles in the spatial partition that the game is controlling (everything but static props)
+// These masks are used to handle updating the dirty spatial partition list in each game DLL
+#define PARTITION_CLIENT_GAME_EDICTS (PARTITION_ALL_CLIENT_EDICTS & ~PARTITION_CLIENT_STATIC_PROPS)
+#define PARTITION_SERVER_GAME_EDICTS (PARTITION_ENGINE_SOLID_EDICTS|PARTITION_ENGINE_TRIGGER_EDICTS|PARTITION_ENGINE_NON_STATIC_EDICTS)
+
+//-----------------------------------------------------------------------------
+// Clients that want to know about all elements within a particular
+// volume must inherit from this
+//-----------------------------------------------------------------------------
+
+enum IterationRetval_t
+{
+ ITERATION_CONTINUE = 0,
+ ITERATION_STOP,
+};
+
+
+typedef unsigned short SpatialPartitionHandle_t;
+
+// A combination of the PARTITION_ flags above.
+typedef int SpatialPartitionListMask_t;
+
+typedef int SpatialTempHandle_t;
+
+
+//-----------------------------------------------------------------------------
+// Any search in the CSpatialPartition must use this to filter out entities it doesn't want.
+// You're forced to use listMasks because it can filter by listMasks really fast. Any other
+// filtering can be done by EnumElement.
+//-----------------------------------------------------------------------------
+
+class IPartitionEnumerator
+{
+public:
+ virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ) = 0;
+};
+
+
+//-----------------------------------------------------------------------------
+// Installs a callback to call right before a spatial partition query occurs
+//-----------------------------------------------------------------------------
+class IPartitionQueryCallback
+{
+public:
+ virtual void OnPreQuery_V1() = 0;
+ virtual void OnPreQuery( SpatialPartitionListMask_t listMask ) = 0;
+ virtual void OnPostQuery( SpatialPartitionListMask_t listMask ) = 0;
+};
+
+
+//-----------------------------------------------------------------------------
+// This is the spatial partition manager, groups objects into buckets
+//-----------------------------------------------------------------------------
+enum
+{
+ PARTITION_INVALID_HANDLE = (SpatialPartitionHandle_t)~0
+};
+
+
+abstract_class ISpatialPartition
+{
+public:
+ // Add a virtual destructor to silence the clang warning.
+ // This is harmless but not important since the only derived class
+ // doesn't have a destructor.
+ virtual ~ISpatialPartition() {}
+
+ // Create/destroy a handle for this dude in our system. Destroy
+ // will also remove it from all lists it happens to be in
+ virtual SpatialPartitionHandle_t CreateHandle( IHandleEntity *pHandleEntity ) = 0;
+
+ // A fast method of creating a handle + inserting into the tree in the right place
+ virtual SpatialPartitionHandle_t CreateHandle( IHandleEntity *pHandleEntity,
+ SpatialPartitionListMask_t listMask, const Vector& mins, const Vector& maxs ) = 0;
+
+ virtual void DestroyHandle( SpatialPartitionHandle_t handle ) = 0;
+
+ // Adds, removes an handle from a particular spatial partition list
+ // There can be multiple partition lists; each has a unique id
+ virtual void Insert( SpatialPartitionListMask_t listMask,
+ SpatialPartitionHandle_t handle ) = 0;
+ virtual void Remove( SpatialPartitionListMask_t listMask,
+ SpatialPartitionHandle_t handle ) = 0;
+
+ // Same as calling Remove() then Insert(). For performance-sensitive areas where you want to save a call.
+ virtual void RemoveAndInsert( SpatialPartitionListMask_t removeMask, SpatialPartitionListMask_t insertMask,
+ SpatialPartitionHandle_t handle ) = 0;
+
+ // This will remove a particular handle from all lists
+ virtual void Remove( SpatialPartitionHandle_t handle ) = 0;
+
+ // Call this when an entity moves...
+ virtual void ElementMoved( SpatialPartitionHandle_t handle,
+ const Vector& mins, const Vector& maxs ) = 0;
+
+ // A fast method to insert + remove a handle from the tree...
+ // This is used to suppress collision of a single model..
+ virtual SpatialTempHandle_t HideElement( SpatialPartitionHandle_t handle ) = 0;
+ virtual void UnhideElement( SpatialPartitionHandle_t handle, SpatialTempHandle_t tempHandle ) = 0;
+
+ // Installs callbacks to get called right before a query occurs
+ virtual void InstallQueryCallback_V1( IPartitionQueryCallback *pCallback ) = 0;
+ virtual void RemoveQueryCallback( IPartitionQueryCallback *pCallback ) = 0;
+
+ // Gets all entities in a particular volume...
+ // if coarseTest == true, it'll return all elements that are in
+ // spatial partitions that intersect the box
+ // if coarseTest == false, it'll return only elements that truly intersect
+ virtual void EnumerateElementsInBox(
+ SpatialPartitionListMask_t listMask,
+ const Vector& mins,
+ const Vector& maxs,
+ bool coarseTest,
+ IPartitionEnumerator* pIterator
+ ) = 0;
+
+ virtual void EnumerateElementsInSphere(
+ SpatialPartitionListMask_t listMask,
+ const Vector& origin,
+ float radius,
+ bool coarseTest,
+ IPartitionEnumerator* pIterator
+ ) = 0;
+
+ virtual void EnumerateElementsAlongRay(
+ SpatialPartitionListMask_t listMask,
+ const Ray_t& ray,
+ bool coarseTest,
+ IPartitionEnumerator* pIterator
+ ) = 0;
+
+ virtual void EnumerateElementsAtPoint(
+ SpatialPartitionListMask_t listMask,
+ const Vector& pt,
+ bool coarseTest,
+ IPartitionEnumerator* pIterator
+ ) = 0;
+
+ // For debugging.... suppress queries on particular lists
+ virtual void SuppressLists( SpatialPartitionListMask_t nListMask, bool bSuppress ) = 0;
+ virtual SpatialPartitionListMask_t GetSuppressedLists() = 0;
+
+ virtual void RenderAllObjectsInTree( float flTime ) = 0;
+ virtual void RenderObjectsInPlayerLeafs( const Vector &vecPlayerMin, const Vector &vecPlayerMax, float flTime ) = 0;
+ virtual void RenderLeafsForRayTraceStart( float flTime ) = 0;
+ virtual void RenderLeafsForRayTraceEnd( void ) = 0;
+ virtual void RenderLeafsForHullTraceStart( float flTime ) = 0;
+ virtual void RenderLeafsForHullTraceEnd( void ) = 0;
+ virtual void RenderLeafsForBoxStart( float flTime ) = 0;
+ virtual void RenderLeafsForBoxEnd( void ) = 0;
+ virtual void RenderLeafsForSphereStart( float flTime ) = 0;
+ virtual void RenderLeafsForSphereEnd( void ) = 0;
+
+ virtual void RenderObjectsInBox( const Vector &vecMin, const Vector &vecMax, float flTime ) = 0;
+ virtual void RenderObjectsInSphere( const Vector &vecCenter, float flRadius, float flTime ) = 0;
+ virtual void RenderObjectsAlongRay( const Ray_t& ray, float flTime ) = 0;
+
+ virtual void ReportStats( const char *pFileName ) = 0;
+
+ virtual void InstallQueryCallback( IPartitionQueryCallback *pCallback ) = 0;
+};
+
+#endif
+
+
+