Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef ISPATIALPARTITIONINTERNAL_H
#define ISPATIALPARTITIONINTERNAL_H
#include "ispatialpartition.h"
//-----------------------------------------------------------------------------
// These methods of the spatial partition manager are only used in the engine
//-----------------------------------------------------------------------------
abstract_class ISpatialPartitionInternal : public ISpatialPartition
{
public:
// Call this to clear out the spatial partition and to re-initialize
// it given a particular world size
virtual void Init( const Vector& worldmin, const Vector& worldmax ) = 0;
virtual void DrawDebugOverlays() = 0;
};
//-----------------------------------------------------------------------------
// Method to get at the singleton implementation of the spatial partition mgr
//-----------------------------------------------------------------------------
ISpatialPartitionInternal* SpatialPartition();
//-----------------------------------------------------------------------------
// Create/destroy a custom spatial partition
//-----------------------------------------------------------------------------
ISpatialPartition *CreateSpatialPartition( const Vector& worldmin, const Vector& worldmax );
void DestroySpatialPartition( ISpatialPartition * );
//-----------------------------------------------------------------------------
// Method to get at the singleton implementation of the spatial partition mgr
//-----------------------------------------------------------------------------
ISpatialPartitionInternal* SpatialPartitionOld();
//-----------------------------------------------------------------------------
// Create/destroy a custom spatial partition
//-----------------------------------------------------------------------------
ISpatialPartition *CreateSpatialPartitionOld( const Vector& worldmin, const Vector& worldmax );
void DestroySpatialPartitionOld( ISpatialPartition * );
#endif // ISPATIALPARTITIONINTERNAL_H