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:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "prop_portal_shared.h"
#include "portal_collideable_enumerator.h"
#define PORTAL_TELEPORTATION_PLANE_OFFSET 7.0f
CPortalCollideableEnumerator::CPortalCollideableEnumerator( const CProp_Portal *pAssociatedPortal )
{
Assert( pAssociatedPortal );
m_hTestPortal = pAssociatedPortal;
pAssociatedPortal->GetVectors( &m_vPlaneNormal, NULL, NULL );
m_ptForward1000 = pAssociatedPortal->GetAbsOrigin();
m_ptForward1000 += m_vPlaneNormal * PORTAL_TELEPORTATION_PLANE_OFFSET;
m_fPlaneDist = m_vPlaneNormal.Dot( m_ptForward1000 );
m_ptForward1000 += m_vPlaneNormal * 1000.0f;
m_iHandleCount = 0;
}
IterationRetval_t CPortalCollideableEnumerator::EnumElement( IHandleEntity *pHandleEntity )
{
EHANDLE hEnt = pHandleEntity->GetRefEHandle();
CBaseEntity *pEnt = hEnt.Get();
if( pEnt == NULL ) //I really never thought this would be necessary
return ITERATION_CONTINUE;
if( hEnt == m_hTestPortal )
return ITERATION_CONTINUE; //ignore this portal
/*if( staticpropmgr->IsStaticProp( pHandleEntity ) )
{
//we're dealing with a static prop, which unfortunately doesn't have everything I want to use for checking
ICollideable *pCollideable = pEnt->GetCollideable();
Vector vMins, vMaxs;
pCollideable->WorldSpaceSurroundingBounds( &vMins, &vMaxs );
Vector ptTest( (m_vPlaneNormal.x > 0.0f)?(vMaxs.x):(vMins.x),
(m_vPlaneNormal.y > 0.0f)?(vMaxs.y):(vMins.y),
(m_vPlaneNormal.z > 0.0f)?(vMaxs.z):(vMins.z) );
float fPtPlaneDist = m_vPlaneNormal.Dot( ptTest ) - m_fPlaneDist;
if( fPtPlaneDist <= 0.0f )
return ITERATION_CONTINUE;
}
else*/
{
//not a static prop, w00t
CCollisionProperty *pEntityCollision = pEnt->CollisionProp();
if( !pEntityCollision->IsSolid() )
return ITERATION_CONTINUE; //not solid
Vector ptEntCenter = pEntityCollision->WorldSpaceCenter();
float fBoundRadius = pEntityCollision->BoundingRadius();
float fPtPlaneDist = m_vPlaneNormal.Dot( ptEntCenter ) - m_fPlaneDist;
if( fPtPlaneDist < -fBoundRadius )
return ITERATION_CONTINUE; //object wholly behind the portal
if( !(fPtPlaneDist > fBoundRadius) && (fPtPlaneDist > -fBoundRadius) ) //object is not wholly in front of the portal, but could be partially in front, do more checks
{
Vector ptNearest;
pEntityCollision->CalcNearestPoint( m_ptForward1000, &ptNearest );
fPtPlaneDist = m_vPlaneNormal.Dot( ptNearest ) - m_fPlaneDist;
if( fPtPlaneDist < 0.0f )
return ITERATION_CONTINUE; //closest point was behind the portal plane, we don't want it
}
}
//if we're down here, this entity needs to be added to our enumeration
Assert( m_iHandleCount < 1024 );
if( m_iHandleCount < 1024 )
m_pHandles[m_iHandleCount] = pHandleEntity;
++m_iHandleCount;
return ITERATION_CONTINUE;
}