//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef PORTAL_UTIL_SHARED_H #define PORTAL_UTIL_SHARED_H #ifdef _WIN32 #pragma once #endif #include "engine/IEngineTrace.h" #include "paint_color_manager.h" extern bool g_bBulletPortalTrace; #ifdef CLIENT_DLL #include "client_class.h" #include "tier1/interpolatedvar.h" class CPortalRenderable_FlatBasic; class C_Portal_Base2D; #define CPortal_Base2D C_Portal_Base2D class C_BasePlayer; typedef C_BasePlayer CBasePlayer; #else class CPortal_Base2D; class CBasePlayer; #endif //When tracing through portals, a line becomes a discontinuous collection of segments as it travels struct ComplexPortalTrace_t { CPortal_Base2D *pSegmentStartPortal; CPortal_Base2D *pSegmentEndPortal; Vector vNormalizedDelta; trace_t trSegment; }; #if defined ( CLIENT_DLL ) Color UTIL_Portal_Color( int iPortal, int iTeamNumber = 0 ); Color UTIL_Portal_Color_Particles( int iPortal, int iTeamNumber = 0 ); #endif void UTIL_Portal_Trace_Filter( class CTraceFilterSimpleClassnameList *traceFilterPortalShot ); CPortal_Base2D* UTIL_Portal_FirstAlongRay( const Ray_t &ray, float &fMustBeCloserThan, CPortal_Base2D **pSearchArray, int iSearchArrayCount ); CPortal_Base2D* UTIL_Portal_FirstAlongRay( const Ray_t &ray, float &fMustBeCloserThan ); bool UTIL_Portal_TraceRay_Bullets( const CPortal_Base2D *pPortal, const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace, bool bTraceHolyWall = true ); CPortal_Base2D* UTIL_Portal_TraceRay_Beam( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, float *pfFraction ); void UTIL_Portal_TraceRay_With( const CPortal_Base2D *pPortal, const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace, bool bTraceHolyWall = true ); CPortal_Base2D* UTIL_Portal_TraceRay( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace, bool bTraceHolyWall = true ); //traces a ray normally, then sees if portals have anything to say about it CPortal_Base2D* UTIL_Portal_TraceRay( const Ray_t &ray, unsigned int fMask, const IHandleEntity *ignore, int collisionGroup, trace_t *pTrace, bool bTraceHolyWall = true ); void UTIL_Portal_TraceRay( const CPortal_Base2D *pPortal, const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace, bool bTraceHolyWall = true ); //traces against a specific portal's environment, does no *real* tracing void UTIL_Portal_TraceRay( const CPortal_Base2D *pPortal, const Ray_t &ray, unsigned int fMask, const IHandleEntity *ignore, int collisionGroup, trace_t *pTrace, bool bTraceHolyWall = true ); void UTIL_PortalLinked_TraceRay( const CPortal_Base2D *pPortal, const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace, bool bTraceHolyWall = true ); //traces against a specific portal's environment, does no *real* tracing void UTIL_PortalLinked_TraceRay( const CPortal_Base2D *pPortal, const Ray_t &ray, unsigned int fMask, const IHandleEntity *ignore, int collisionGroup, trace_t *pTrace, bool bTraceHolyWall = true ); abstract_class ICountedPartitionEnumerator : public IPartitionEnumerator { public: virtual int GetCount() const = 0; }; int UTIL_Portal_EntitiesAlongRayComplex( int *entSegmentIndices, int *segCount, int maxEntities, ComplexPortalTrace_t *pResultSegmentArray, int maxSegments, const Ray_t& ray, ICountedPartitionEnumerator* pEnum, ITraceFilter* pTraceFilter, int fStopTraceContents ); // tests if a ray's trace hits any portals bool UTIL_DidTraceTouchPortals ( const Ray_t& ray, const trace_t& trace, CPortal_Base2D** pOutLocal = NULL, CPortal_Base2D** pOutRemote = NULL ); // Version of the TraceEntity functions which trace through portals void UTIL_Portal_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd, unsigned int mask, ITraceFilter *pFilter, trace_t *ptr ); //Starts off as a normal trace, but as it hits portals it adds segments up to the limit. Returns number of segments used. Assumes a ray only travels through a portal if the ray's center hits the quad int UTIL_Portal_ComplexTraceRay( const Ray_t &ray, unsigned int mask, ITraceFilter *pTraceFilter, ComplexPortalTrace_t *pResultSegmentArray, int iMaxSegments ); void UTIL_Portal_PointTransform( const VMatrix &matThisToLinked, const Vector &ptSource, Vector &ptTransformed ); void UTIL_Portal_VectorTransform( const VMatrix &matThisToLinked, const Vector &vSource, Vector &vTransformed ); void UTIL_Portal_AngleTransform( const VMatrix &matThisToLinked, const QAngle &qSource, QAngle &qTransformed ); void UTIL_Portal_RayTransform( const VMatrix &matThisToLinked, const Ray_t &raySource, Ray_t &rayTransformed ); void UTIL_Portal_PlaneTransform( const VMatrix &matThisToLinked, const cplane_t &planeSource, cplane_t &planeTransformed ); void UTIL_Portal_PlaneTransform( const VMatrix &matThisToLinked, const VPlane &planeSource, VPlane &planeTransformed ); void UTIL_Portal_Triangles( const Vector &ptPortalCenter, const QAngle &qPortalAngles, float fHalfWidth, float fHalfHeight, Vector pvTri1[ 3 ], Vector pvTri2[ 3 ] ); void UTIL_Portal_Triangles( const CPortal_Base2D *pPortal, Vector pvTri1[ 3 ], Vector pvTri2[ 3 ] ); void UTIL_Portal_AABB( const CPortal_Base2D *pPortal, Vector &vMin, Vector &vMax ); float UTIL_Portal_DistanceThroughPortal( const CPortal_Base2D *pPortal, const Vector &vPoint1, const Vector &vPoint2 ); float UTIL_Portal_DistanceThroughPortalSqr( const CPortal_Base2D *pPortal, const Vector &vPoint1, const Vector &vPoint2 ); float UTIL_Portal_ShortestDistance( const Vector &vPoint1, const Vector &vPoint2, CPortal_Base2D **pShortestDistPortal_Out = NULL, bool bRequireStraightLine = false ); float UTIL_Portal_ShortestDistanceSqr( const Vector &vPoint1, const Vector &vPoint2, CPortal_Base2D **pShortestDistPortal_Out = NULL, bool bRequireStraightLine = false ); void UTIL_Portal_VectorToGlobalTransforms( const Vector &vPoint2, CUtlVector< Vector > *utlVecPositions ); //----------------------------------------------------------------------------- // // UTIL_IntersectRayWithPortal // // Intersects a ray with a portal, returns distance t along ray. // t will be less than zero if no intersection occurred // //----------------------------------------------------------------------------- float UTIL_IntersectRayWithPortal( const Ray_t &ray, const CPortal_Base2D *pPortal ); bool UTIL_IntersectRayWithPortalOBB( const CPortal_Base2D *pPortal, const Ray_t &ray, trace_t *pTrace ); bool UTIL_IntersectRayWithPortalOBBAsAABB( const CPortal_Base2D *pPortal, const Ray_t &ray, trace_t *pTrace ); bool UTIL_IsBoxIntersectingPortal( const Vector &vecBoxCenter, const Vector &vecBoxExtents, const Vector &ptPortalCenter, const QAngle &qPortalAngles, float fPortalHalfWidth, float fPortalHalfHeight, float flTolerance = 0.0f ); bool UTIL_IsBoxIntersectingPortal( const Vector &vecBoxCenter, const Vector &vecBoxExtents, const CPortal_Base2D *pPortal, float flTolerance = 0.0f ); CPortal_Base2D *UTIL_IntersectEntityExtentsWithPortal( const CBaseEntity *pEntity ); void UTIL_Portal_NDebugOverlay( const Vector &ptPortalCenter, const QAngle &qPortalAngles, float fHalfWidth, float fHalfHeight, int r, int g, int b, int a, bool noDepthTest, float duration ); void UTIL_Portal_NDebugOverlay( const CPortal_Base2D *pPortal, int r, int g, int b, int a, bool noDepthTest, float duration ); bool UTIL_FindClosestPassableSpace_InPortal( const CPortal_Base2D *pPortal, const Vector &vCenter, const Vector &vExtents, const Vector &vIndecisivePush, ITraceFilter *pTraceFilter, unsigned int fMask, unsigned int iIterations, Vector &vCenterOut ); bool UTIL_FindClosestPassableSpace_InPortal_CenterMustStayInFront( const CPortal_Base2D *pPortal, const Vector &vCenter, const Vector &vExtents, const Vector &vIndecisivePush, ITraceFilter *pTraceFilter, unsigned int fMask, unsigned int iIterations, Vector &vCenterOut ); bool FindClosestPassableSpace( CBaseEntity *pEntity, const Vector &vIndecisivePush, unsigned int fMask = MASK_SOLID ); //assumes the object is already in a mostly passable space bool UTIL_FindClosestPassableSpace_CenterMustStayInFrontOfPlane( const Vector &vCenter, const Vector &vExtents, const Vector &vIndecisivePush, ITraceFilter *pTraceFilter, unsigned int fMask, unsigned int iIterations, Vector &vCenterOut, const VPlane &stayInFrontOfPlane ); CPortal_Base2D *UTIL_PointIsOnPortalQuad( const Vector vPoint, float fOnPlaneEpsilon, CPortal_Base2D * const *pPortalsToCheck, int iArraySize ); #ifdef CLIENT_DLL void UTIL_TransformInterpolatedAngle( CInterpolatedVar< QAngle > &qInterped, matrix3x4_t matTransform, float fUpToTime ); void UTIL_TransformInterpolatedPosition( CInterpolatedVar< Vector > &vInterped, const VMatrix& matTransform, float fUpToTime ); #endif bool UTIL_Portal_EntityIsInPortalHole( const CPortal_Base2D *pPortal, const CBaseEntity *pEntity ); extern const Vector UTIL_ProjectPointOntoPlane( const Vector& point, const cplane_t& plane ); bool UTIL_PointIsNearPortal( const Vector& point, const CPortal_Base2D* pPortal2D, float planeDist, float radiusReduction = 0.0f ); bool UTIL_IsEntityMovingOrRotating( CBaseEntity* pEntity ); // mainly use for stick camera void UTIL_NormalizedAngleDiff( const QAngle& start, const QAngle& end, QAngle* result ); #if defined( CLIENT_DLL ) void UTIL_Portal_ComputeMatrix( CPortalRenderable_FlatBasic *pLocalPortal, CPortalRenderable_FlatBasic *pRemotePortal ); #else void UTIL_Portal_ComputeMatrix( CPortal_Base2D *pLocalPortal, CPortal_Base2D *pRemotePortal ); #endif // PAINT bool UTIL_IsPaintableSurface( const csurface_t& surface ); float UTIL_PaintBrushEntity( CBaseEntity* pBrushEntity, const Vector& contactPoint, PaintPowerType power, float flPaintRadius, float flAlphaPercent ); PaintPowerType UTIL_Paint_TracePower( CBaseEntity* pBrushEntity, const Vector& contactPoint, const Vector& vContactNormal ); // output start point and reflect dir bool UTIL_Paint_Reflect( const trace_t& tr, Vector& vStart, Vector& vDir, PaintPowerType reflectPower = REFLECT_POWER ); //To extend radius's through portals (for explosions, etc.) struct PortalRadiusExtension_t { CPortal_Base2D *pPortalFrom; CPortal_Base2D *pPortalTo; Vector vecOrigin; QAngle vecAngles; }; typedef CUtlVector PortalRadiusExtensionVector; void ExtendRadiusThroughPortals( const Vector &vecOrigin, const QAngle &vecAngles, float flRadius, PortalRadiusExtensionVector &portalRadiusExtensions ); void UTIL_Portal_Laser_Prevent_Tilting( Vector& vDirection ); class CPolyhedron; class CPhysCollide; void UTIL_DebugOverlay_Polyhedron( const CPolyhedron *pPolyhedron, int red, int green, int blue, bool noDepthTest, float flDuration, const matrix3x4_t *pTransform = NULL ); void UTIL_DebugOverlay_CPhysCollide( const CPhysCollide *pCollide, int red, int green, int blue, bool noDepthTest, float flDuration, const matrix3x4_t *pTransform = NULL ); bool UTIL_IsCollideableIntersectingPhysCollide( ICollideable *pCollideable, const CPhysCollide *pCollide, const Vector &vPhysCollideOrigin, const QAngle &qPhysCollideAngles ); CBasePlayer* UTIL_OtherPlayer( CBasePlayer const* pPlayer ); #ifdef GAME_DLL CBasePlayer* UTIL_OtherConnectedPlayer( CBasePlayer const* pPlayer ); #endif #ifdef GAME_DLL class CBrushEntityList : public IEntityEnumerator { public: virtual bool EnumEntity( IHandleEntity *pHandleEntity ); CUtlVectorFixedGrowable< CBaseEntity*, 32 > m_BrushEntitiesToPaint; }; void UTIL_FindBrushEntitiesInSphere( CBrushEntityList& brushEnum, const Vector& vCenter, float flRadius ); #endif #endif //#ifndef PORTAL_UTIL_SHARED_H