ns/releases/3.03/source/mod/CollisionUtil.h

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#ifndef COLLISION_UTIL_H
#define COLLISION_UTIL_H
extern const float AVH_INFINITY;
extern const float AVH_EPSILON;
#include <vector>
#include "pm_defs.h"
#include "CollisionChecker.h"
/**
* Computes the average of all the surface normals inside a sphere. Returns the
* number of surfaces that were tested in the process of computing the normal.
*/
int NS_GetAverageNormalInsideSphere(const model_t* model, const vec3_t point, float radius, vec3_t normal);
/**
* Traces a line segment against the specified hull.
*/
void NS_TraceLine(const hull_t* hull, float srcPoint[3], float dstPoint[3], trace_t* trace);
/**
* Traces a line segment against an AABB.
*/
void NS_TraceLine(vec3_t min, vec3_t max, vec3_t srcPoint, vec3_t dstPoint, trace_t* trace);
/**
* Tests if two axis-aligned bounding boxes overlap.
*/
bool NS_BoxesOverlap(float origin1[3], float size1[3], float origin2[3], float size2[3]);
/**
* Returns world content type at given point
*/
int NS_PointContents(const hull_t *hull, int num, float p[3]);
/**
* Returns minimum world content type inside sphere -- precedence: solid, then liquid types, then empty
*/
int NS_SphereContents(const hull_t *hull, int num, float origin[3], float radius);
const static int INTERSECT_NONE = 0;
const static int INTERSECT_FRONT = 1;
const static int INTERSECT_BACK = 2;
const static int INTERSECT_BOTH = 3;
/**
* Returns box / plane intersection type - see constants above
*/
int NS_BoxPlaneIntersectionType(float mins[3], float maxs[3], mplane_t* plane);
/**
* Returns minimum world content type inside box -- precedence: solid, then liquid types, then empty
*/
int NS_BoxContents(const hull_t *hull, int num, float mins[3], float maxs[3]);
/**
* inEntityIndex is the index of the entity in edicts in the server or
* cl_entities in the client.
*/
void NS_GetHitBoxesForEntity(int inEntityIndex, int inMaxNumBoxes, OBBox outBoxes[], int& outNumBoxes, float time);
/**
* Retuns the distance along a ray at which it intersects an oriented bounding
* box. If there is no intersection the function returns AVH_INFINITY.
*/
float NS_GetIntersection(const OBBox& inBox, const vec3_t inRayOrigin, const vec3_t inRayDirection);
/**
* Retuns the distance along a ray at which it intersects an entity.
* If there is no intersection the function returns AVH_INFINITY.
*/
float NS_TraceLineAgainstEntity(int inEntityIndex, float inTime, const vec3_t inRayOrigin, const vec3_t inRayDirection);
/**
* Convert "our" hull into VALVe hull
*/
int NS_GetValveHull(int inHull);
#endif